sb-edit-custom 0.20.109 → 0.20.110

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -11,7 +11,7 @@ export declare const GAME_STAGE_JS = "\nimport { Stage as StageBase, Trigger, Wa
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  export declare const WRAP_SPRITE_CLASS_JS = "\nimport { GameSprite } from \"./GameSprite.js\"\nimport { copyPrototypeToInstance, setConstructingTarget, clearConstructingTarget } from \"./helpers.js\"\n\nexport function wrapSpriteClass(UserClass) {\n if (UserClass.prototype?.hasOwnProperty(\"constructor\")) {\n const userCtor = UserClass.prototype.constructor\n if (userCtor && userCtor !== UserClass) {\n throw new Error(`${UserClass.name}: Please use init() instead of constructor()`)\n }\n }\n\n var spriteId = UserClass.name;\n\n return class WrappedSprite extends GameSprite {\n constructor(...args) {\n var opts = args[0] ?? {}\n args[0] = { ...opts, spriteId: spriteId }\n super(...args)\n\n copyPrototypeToInstance(this, UserClass.prototype)\n\n setConstructingTarget(this)\n try {\n if (typeof this.init === \"function\") this.init()\n } finally {\n clearConstructingTarget()\n }\n\n this._finalizeTriggers()\n }\n }\n}\n";
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  export declare const WRAP_STAGE_CLASS_JS = "\nimport { GameStage } from \"./GameStage.js\"\nimport { copyPrototypeToInstance, setConstructingTarget, clearConstructingTarget } from \"./helpers.js\"\n\nexport function wrapStageClass(UserClass) {\n return class WrappedStage extends GameStage {\n constructor(...args) {\n super(...args)\n\n copyPrototypeToInstance(this, UserClass.prototype)\n\n setConstructingTarget(this)\n try {\n if (typeof this.init === \"function\") this.init(...args)\n } finally {\n clearConstructingTarget()\n }\n\n this._finalizeTriggers()\n }\n }\n}\n";
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  export declare const getUserApiJS: (_leopardJSURL?: string) => string;
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- export declare const SPRITE_FUNCS_JS = "\n// spriteFuncs.js - Free functions that delegate to the current sprite\n// These allow cleaner code: wait(1) instead of this.wait(1)\n// Works both during init() (via constructing target) and at runtime (via context.target)\n\nimport { context } from \"./userApi.js\";\nimport { getConstructingTarget } from \"./helpers.js\";\n\nfunction self() {\n return getConstructingTarget() || context.target;\n}\n\n// Control\nexport function wait(seconds) {\n return self().wait(seconds);\n}\n\nexport function broadcast(message) {\n return self().broadcast(message);\n}\n\nexport function broadcastAndWait(message) {\n return self().broadcastAndWait(message);\n}\n\nexport function createClone() {\n self().createClone();\n}\n\nexport function deleteThisClone() {\n self().deleteThisClone();\n}\n\nexport function stop(option) {\n self().stop(option);\n}\n\nexport function stopAllSounds() {\n self().stopAllSounds();\n}\n\n// Looks\nexport function say(message) {\n self().say(message);\n}\n\nexport function sayAndWait(message, seconds) {\n return self().sayAndWait(message, seconds);\n}\n\nexport function think(message) {\n self().think(message);\n}\n\nexport function thinkAndWait(message, seconds) {\n return self().thinkAndWait(message, seconds);\n}\n\n// Motion\nexport function move(steps) {\n self().move(steps);\n}\n\nexport function goto(x, y) {\n self().goto(x, y);\n}\n\nexport function glide(seconds, x, y) {\n return self().glide(seconds, x, y);\n}\n\nexport function setDirection(direction) {\n self().direction = direction;\n}\n\nexport function changeX(amount) {\n self().x += amount;\n}\n\nexport function setX(x) {\n self().x = x;\n}\n\nexport function changeY(amount) {\n self().y += amount;\n}\n\nexport function setY(y) {\n self().y = y;\n}\n\nexport function ifOnEdgeBounce() {\n self().ifOnEdgeBounce();\n}\n\n// Pen\nexport function stamp() {\n self().stamp();\n}\n\nexport function penDown() {\n self().penDown = true;\n}\n\nexport function penUp() {\n self().penDown = false;\n}\n\nexport function setPenColor(color) {\n self().penColor = color;\n}\n\nexport function setPenSize(size) {\n self().penSize = size;\n}\n\nexport function changePenSize(amount) {\n self().penSize += amount;\n}\n\nexport function clearPen() {\n self().clearPen();\n}\n\n// Sound\nexport function playSoundUntilDone(sound) {\n return self().playSoundUntilDone(sound);\n}\n\nexport function startSound(sound) {\n return self().startSound(sound);\n}\n\n// Sensing\nexport function touching(target) {\n return self().touching(target);\n}\n\nexport function colorTouching(color, target) {\n return self().colorTouching(color, target);\n}\n\nexport function keyPressed(key) {\n return self().keyPressed(key);\n}\n\nexport function isMouseDown() {\n return self().mouse.down;\n}\n\nexport function getMouseX() {\n return self().mouse.x;\n}\n\nexport function getMouseY() {\n return self().mouse.y;\n}\n\nexport function askAndWait(question) {\n return self().askAndWait(question);\n}\n\nexport function getAnswer() {\n return self().answer;\n}\n\nexport function getTimer() {\n return self().timer;\n}\n\nexport function restartTimer() {\n self().restartTimer();\n}\n\n// Visibility\nexport function show() {\n self().visible = true;\n}\n\nexport function hide() {\n self().visible = false;\n}\n\n// Size\nexport function setSize(percent) {\n self().size = percent;\n}\n\nexport function changeSize(amount) {\n self().size += amount;\n}\n\n// Effects\nexport function setEffect(effect, value) {\n self().effects[effect] = value;\n}\n\nexport function changeEffect(effect, amount) {\n self().effects[effect] += amount;\n}\n\nexport function clearEffects() {\n self().effects.clear();\n}\n\n// Costume\nexport function setCostume(costume) {\n self().costume = costume;\n}\n\nexport function nextCostume() {\n self().costumeNumber++;\n}\n\n// Layer\nexport function goToFront() {\n self().moveAhead();\n}\n\nexport function goToBack() {\n self().moveBehind();\n}\n\nexport function goForwardLayers(layers) {\n self().moveAhead(layers);\n}\n\nexport function goBackwardLayers(layers) {\n self().moveBehind(layers);\n}\n\n// Rotation style\nexport function setRotationStyle(style) {\n self().rotationStyle = style;\n}\n\n// Variables / Watchers\nexport function showVar(name, options) {\n self().showVar(name, options);\n}\n\nexport function hideVar(name) {\n self().hideVar(name);\n}\n\n// Event handlers\nexport function whenGreenFlag(method) {\n self().whenGreenFlag(method);\n}\n\nexport function whenKeyPressed(keyOrOptions, method) {\n self().whenKeyPressed(keyOrOptions, method);\n}\n\nexport function whenBroadcast(nameOrOptions, method) {\n self().whenBroadcast(nameOrOptions, method);\n}\n\nexport function whenClicked(method) {\n self().whenClicked(method);\n}\n\nexport function whenTouchStart(method) {\n self().whenTouchStart(method);\n}\n\nexport function whenTouchEnd(method) {\n self().whenTouchEnd(method);\n}\n\nexport function whenTouchMove(method) {\n self().whenTouchMove(method);\n}\n\nexport function whenCloneStart(method) {\n self().whenCloneStart(method);\n}\n\nexport function whenBackdropChanged(method) {\n self().whenBackdropChanged(method);\n}\n";
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+ export declare const SPRITE_FUNCS_JS = "\n// spriteFuncs.js - Free functions that delegate to the current sprite\n// These allow cleaner code: wait(1) instead of this.wait(1)\n// Works both during init() (via constructing target) and at runtime (via context.target)\n\nimport { context } from \"./userApi.js\";\nimport { getConstructingTarget } from \"./helpers.js\";\n\nfunction self() {\n return getConstructingTarget() || context.target;\n}\n\n// Control\nexport function wait(seconds) {\n return self().wait(seconds);\n}\n\nexport function broadcast(message) {\n return self().broadcast(message);\n}\n\nexport function broadcastAndWait(message) {\n return self().broadcastAndWait(message);\n}\n\nexport function createClone() {\n self().createClone();\n}\n\nexport function deleteThisClone() {\n self().deleteThisClone();\n}\n\nexport function stop(option) {\n self().stop(option);\n}\n\nexport function stopAllSounds() {\n self().stopAllSounds();\n}\n\n// Looks\nexport function say(message) {\n self().say(message);\n}\n\nexport function sayAndWait(message, seconds) {\n return self().sayAndWait(message, seconds);\n}\n\nexport function think(message) {\n self().think(message);\n}\n\nexport function thinkAndWait(message, seconds) {\n return self().thinkAndWait(message, seconds);\n}\n\n// Motion\nexport function move(steps) {\n self().move(steps);\n}\n\nexport function goto(x, y) {\n self().goto(x, y);\n}\n\nexport function glide(seconds, x, y) {\n return self().glide(seconds, x, y);\n}\n\nexport function setDirection(direction) {\n self().direction = direction;\n}\n\nexport function changeX(amount) {\n self().x += amount;\n}\n\nexport function setX(x) {\n self().x = x;\n}\n\nexport function changeY(amount) {\n self().y += amount;\n}\n\nexport function setY(y) {\n self().y = y;\n}\n\nexport function ifOnEdgeBounce() {\n self().ifOnEdgeBounce();\n}\n\n// Pen\nexport function stamp() {\n self().stamp();\n}\n\nexport function penDown() {\n self().penDown = true;\n}\n\nexport function penUp() {\n self().penDown = false;\n}\n\nexport function setPenColor(color) {\n self().penColor = color;\n}\n\nexport function setPenSize(size) {\n self().penSize = size;\n}\n\nexport function changePenSize(amount) {\n self().penSize += amount;\n}\n\nexport function clearPen() {\n self().clearPen();\n}\n\n// Sound\nexport function playSoundUntilDone(sound) {\n return self().playSoundUntilDone(sound);\n}\n\nexport function startSound(sound) {\n return self().startSound(sound);\n}\n\n// Sensing\nexport function touching(target) {\n return self().touching(target);\n}\n\nexport function colorTouching(color, target) {\n return self().colorTouching(color, target);\n}\n\nexport function keyPressed(key) {\n return self().keyPressed(key);\n}\n\nexport function isMouseDown() {\n return self().mouse.down;\n}\n\nexport function getMouseX() {\n return self().mouse.x;\n}\n\nexport function getMouseY() {\n return self().mouse.y;\n}\n\nexport function askAndWait(question) {\n return self().askAndWait(question);\n}\n\nexport function getAnswer() {\n return self().answer;\n}\n\nexport function getTimer() {\n return self().timer;\n}\n\nexport function restartTimer() {\n self().restartTimer();\n}\n\n// Visibility\nexport function show() {\n self().visible = true;\n}\n\nexport function hide() {\n self().visible = false;\n}\n\n// Size\nexport function setSize(percent) {\n self().size = percent;\n}\n\nexport function changeSize(amount) {\n self().size += amount;\n}\n\n// Effects\nexport function setEffect(effect, value) {\n self().effects[effect] = value;\n}\n\nexport function changeEffect(effect, amount) {\n self().effects[effect] += amount;\n}\n\nexport function clearEffects() {\n self().effects.clear();\n}\n\n// Costume\nexport function setCostume(costume) {\n self().costume = costume;\n}\n\nexport function nextCostume() {\n self().costumeNumber++;\n}\n\n// Layer\nexport function goToFront() {\n self().moveAhead();\n}\n\nexport function goToBack() {\n self().moveBehind();\n}\n\nexport function goForwardLayers(layers) {\n self().moveAhead(layers);\n}\n\nexport function goBackwardLayers(layers) {\n self().moveBehind(layers);\n}\n\n// Rotation style\nexport function setRotationStyle(style) {\n self().rotationStyle = style;\n}\n\n// Variables / Watchers\nexport function showVar(name, options) {\n self().showVar(name, options);\n}\n\nexport function hideVar(name) {\n self().hideVar(name);\n}\n";
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  export declare const getInfrastructureFiles: (options?: InfrastructureOptions) => {
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  "userApi.js": string;
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  "helpers.js": string;
@@ -13,7 +13,7 @@ exports.WRAP_SPRITE_CLASS_JS = "\nimport { GameSprite } from \"./GameSprite.js\"
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  exports.WRAP_STAGE_CLASS_JS = "\nimport { GameStage } from \"./GameStage.js\"\nimport { copyPrototypeToInstance, setConstructingTarget, clearConstructingTarget } from \"./helpers.js\"\n\nexport function wrapStageClass(UserClass) {\n return class WrappedStage extends GameStage {\n constructor(...args) {\n super(...args)\n\n copyPrototypeToInstance(this, UserClass.prototype)\n\n setConstructingTarget(this)\n try {\n if (typeof this.init === \"function\") this.init(...args)\n } finally {\n clearConstructingTarget()\n }\n\n this._finalizeTriggers()\n }\n }\n}\n";
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  var getUserApiJS = function (_leopardJSURL) { return "\n// userApi.js - Leopard class re-exports for sprite files\n// In bundled mode, this file is empty - Leopard classes come from window globals.\n// In ES module mode, sprite files import directly from the Leopard library URL.\n"; };
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  exports.getUserApiJS = getUserApiJS;
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- exports.SPRITE_FUNCS_JS = "\n// spriteFuncs.js - Free functions that delegate to the current sprite\n// These allow cleaner code: wait(1) instead of this.wait(1)\n// Works both during init() (via constructing target) and at runtime (via context.target)\n\nimport { context } from \"./userApi.js\";\nimport { getConstructingTarget } from \"./helpers.js\";\n\nfunction self() {\n return getConstructingTarget() || context.target;\n}\n\n// Control\nexport function wait(seconds) {\n return self().wait(seconds);\n}\n\nexport function broadcast(message) {\n return self().broadcast(message);\n}\n\nexport function broadcastAndWait(message) {\n return self().broadcastAndWait(message);\n}\n\nexport function createClone() {\n self().createClone();\n}\n\nexport function deleteThisClone() {\n self().deleteThisClone();\n}\n\nexport function stop(option) {\n self().stop(option);\n}\n\nexport function stopAllSounds() {\n self().stopAllSounds();\n}\n\n// Looks\nexport function say(message) {\n self().say(message);\n}\n\nexport function sayAndWait(message, seconds) {\n return self().sayAndWait(message, seconds);\n}\n\nexport function think(message) {\n self().think(message);\n}\n\nexport function thinkAndWait(message, seconds) {\n return self().thinkAndWait(message, seconds);\n}\n\n// Motion\nexport function move(steps) {\n self().move(steps);\n}\n\nexport function goto(x, y) {\n self().goto(x, y);\n}\n\nexport function glide(seconds, x, y) {\n return self().glide(seconds, x, y);\n}\n\nexport function setDirection(direction) {\n self().direction = direction;\n}\n\nexport function changeX(amount) {\n self().x += amount;\n}\n\nexport function setX(x) {\n self().x = x;\n}\n\nexport function changeY(amount) {\n self().y += amount;\n}\n\nexport function setY(y) {\n self().y = y;\n}\n\nexport function ifOnEdgeBounce() {\n self().ifOnEdgeBounce();\n}\n\n// Pen\nexport function stamp() {\n self().stamp();\n}\n\nexport function penDown() {\n self().penDown = true;\n}\n\nexport function penUp() {\n self().penDown = false;\n}\n\nexport function setPenColor(color) {\n self().penColor = color;\n}\n\nexport function setPenSize(size) {\n self().penSize = size;\n}\n\nexport function changePenSize(amount) {\n self().penSize += amount;\n}\n\nexport function clearPen() {\n self().clearPen();\n}\n\n// Sound\nexport function playSoundUntilDone(sound) {\n return self().playSoundUntilDone(sound);\n}\n\nexport function startSound(sound) {\n return self().startSound(sound);\n}\n\n// Sensing\nexport function touching(target) {\n return self().touching(target);\n}\n\nexport function colorTouching(color, target) {\n return self().colorTouching(color, target);\n}\n\nexport function keyPressed(key) {\n return self().keyPressed(key);\n}\n\nexport function isMouseDown() {\n return self().mouse.down;\n}\n\nexport function getMouseX() {\n return self().mouse.x;\n}\n\nexport function getMouseY() {\n return self().mouse.y;\n}\n\nexport function askAndWait(question) {\n return self().askAndWait(question);\n}\n\nexport function getAnswer() {\n return self().answer;\n}\n\nexport function getTimer() {\n return self().timer;\n}\n\nexport function restartTimer() {\n self().restartTimer();\n}\n\n// Visibility\nexport function show() {\n self().visible = true;\n}\n\nexport function hide() {\n self().visible = false;\n}\n\n// Size\nexport function setSize(percent) {\n self().size = percent;\n}\n\nexport function changeSize(amount) {\n self().size += amount;\n}\n\n// Effects\nexport function setEffect(effect, value) {\n self().effects[effect] = value;\n}\n\nexport function changeEffect(effect, amount) {\n self().effects[effect] += amount;\n}\n\nexport function clearEffects() {\n self().effects.clear();\n}\n\n// Costume\nexport function setCostume(costume) {\n self().costume = costume;\n}\n\nexport function nextCostume() {\n self().costumeNumber++;\n}\n\n// Layer\nexport function goToFront() {\n self().moveAhead();\n}\n\nexport function goToBack() {\n self().moveBehind();\n}\n\nexport function goForwardLayers(layers) {\n self().moveAhead(layers);\n}\n\nexport function goBackwardLayers(layers) {\n self().moveBehind(layers);\n}\n\n// Rotation style\nexport function setRotationStyle(style) {\n self().rotationStyle = style;\n}\n\n// Variables / Watchers\nexport function showVar(name, options) {\n self().showVar(name, options);\n}\n\nexport function hideVar(name) {\n self().hideVar(name);\n}\n\n// Event handlers\nexport function whenGreenFlag(method) {\n self().whenGreenFlag(method);\n}\n\nexport function whenKeyPressed(keyOrOptions, method) {\n self().whenKeyPressed(keyOrOptions, method);\n}\n\nexport function whenBroadcast(nameOrOptions, method) {\n self().whenBroadcast(nameOrOptions, method);\n}\n\nexport function whenClicked(method) {\n self().whenClicked(method);\n}\n\nexport function whenTouchStart(method) {\n self().whenTouchStart(method);\n}\n\nexport function whenTouchEnd(method) {\n self().whenTouchEnd(method);\n}\n\nexport function whenTouchMove(method) {\n self().whenTouchMove(method);\n}\n\nexport function whenCloneStart(method) {\n self().whenCloneStart(method);\n}\n\nexport function whenBackdropChanged(method) {\n self().whenBackdropChanged(method);\n}\n";
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+ exports.SPRITE_FUNCS_JS = "\n// spriteFuncs.js - Free functions that delegate to the current sprite\n// These allow cleaner code: wait(1) instead of this.wait(1)\n// Works both during init() (via constructing target) and at runtime (via context.target)\n\nimport { context } from \"./userApi.js\";\nimport { getConstructingTarget } from \"./helpers.js\";\n\nfunction self() {\n return getConstructingTarget() || context.target;\n}\n\n// Control\nexport function wait(seconds) {\n return self().wait(seconds);\n}\n\nexport function broadcast(message) {\n return self().broadcast(message);\n}\n\nexport function broadcastAndWait(message) {\n return self().broadcastAndWait(message);\n}\n\nexport function createClone() {\n self().createClone();\n}\n\nexport function deleteThisClone() {\n self().deleteThisClone();\n}\n\nexport function stop(option) {\n self().stop(option);\n}\n\nexport function stopAllSounds() {\n self().stopAllSounds();\n}\n\n// Looks\nexport function say(message) {\n self().say(message);\n}\n\nexport function sayAndWait(message, seconds) {\n return self().sayAndWait(message, seconds);\n}\n\nexport function think(message) {\n self().think(message);\n}\n\nexport function thinkAndWait(message, seconds) {\n return self().thinkAndWait(message, seconds);\n}\n\n// Motion\nexport function move(steps) {\n self().move(steps);\n}\n\nexport function goto(x, y) {\n self().goto(x, y);\n}\n\nexport function glide(seconds, x, y) {\n return self().glide(seconds, x, y);\n}\n\nexport function setDirection(direction) {\n self().direction = direction;\n}\n\nexport function changeX(amount) {\n self().x += amount;\n}\n\nexport function setX(x) {\n self().x = x;\n}\n\nexport function changeY(amount) {\n self().y += amount;\n}\n\nexport function setY(y) {\n self().y = y;\n}\n\nexport function ifOnEdgeBounce() {\n self().ifOnEdgeBounce();\n}\n\n// Pen\nexport function stamp() {\n self().stamp();\n}\n\nexport function penDown() {\n self().penDown = true;\n}\n\nexport function penUp() {\n self().penDown = false;\n}\n\nexport function setPenColor(color) {\n self().penColor = color;\n}\n\nexport function setPenSize(size) {\n self().penSize = size;\n}\n\nexport function changePenSize(amount) {\n self().penSize += amount;\n}\n\nexport function clearPen() {\n self().clearPen();\n}\n\n// Sound\nexport function playSoundUntilDone(sound) {\n return self().playSoundUntilDone(sound);\n}\n\nexport function startSound(sound) {\n return self().startSound(sound);\n}\n\n// Sensing\nexport function touching(target) {\n return self().touching(target);\n}\n\nexport function colorTouching(color, target) {\n return self().colorTouching(color, target);\n}\n\nexport function keyPressed(key) {\n return self().keyPressed(key);\n}\n\nexport function isMouseDown() {\n return self().mouse.down;\n}\n\nexport function getMouseX() {\n return self().mouse.x;\n}\n\nexport function getMouseY() {\n return self().mouse.y;\n}\n\nexport function askAndWait(question) {\n return self().askAndWait(question);\n}\n\nexport function getAnswer() {\n return self().answer;\n}\n\nexport function getTimer() {\n return self().timer;\n}\n\nexport function restartTimer() {\n self().restartTimer();\n}\n\n// Visibility\nexport function show() {\n self().visible = true;\n}\n\nexport function hide() {\n self().visible = false;\n}\n\n// Size\nexport function setSize(percent) {\n self().size = percent;\n}\n\nexport function changeSize(amount) {\n self().size += amount;\n}\n\n// Effects\nexport function setEffect(effect, value) {\n self().effects[effect] = value;\n}\n\nexport function changeEffect(effect, amount) {\n self().effects[effect] += amount;\n}\n\nexport function clearEffects() {\n self().effects.clear();\n}\n\n// Costume\nexport function setCostume(costume) {\n self().costume = costume;\n}\n\nexport function nextCostume() {\n self().costumeNumber++;\n}\n\n// Layer\nexport function goToFront() {\n self().moveAhead();\n}\n\nexport function goToBack() {\n self().moveBehind();\n}\n\nexport function goForwardLayers(layers) {\n self().moveAhead(layers);\n}\n\nexport function goBackwardLayers(layers) {\n self().moveBehind(layers);\n}\n\n// Rotation style\nexport function setRotationStyle(style) {\n self().rotationStyle = style;\n}\n\n// Variables / Watchers\nexport function showVar(name, options) {\n self().showVar(name, options);\n}\n\nexport function hideVar(name) {\n self().hideVar(name);\n}\n";
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  var getInfrastructureFiles = function (options) {
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  if (options === void 0) { options = {}; }
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  return ({
@@ -27,4 +27,4 @@ var getInfrastructureFiles = function (options) {
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  });
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  };
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  exports.getInfrastructureFiles = getInfrastructureFiles;
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "sb-edit-custom",
3
- "version": "0.20.109",
3
+ "version": "0.20.110",
4
4
  "description": "Import, edit, and export Scratch project files",
5
5
  "keywords": [
6
6
  "Scratch",