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@patterkit/runtime@0.1.0

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Changelog

All notable changes to @patterkit/runtime (Patterplay JS) are documented here. The
Patterplay runtimes - JS, Unity, Unreal, and Godot - are versioned in lockstep: the same
version number always means the same runtime behaviour. This package is versioned by
npm run bump:play, not by Changesets.

[Unreleased]

[0.1.0] - Unreleased

Added

  • The Patter runtime in JS/TS: Engine + Flow over a compiled .patterc bundle - scenes,
    blocks, run/choice/branch/sequence selectors, sticky/fallback options, call-return jumps,
    conditions + effects, visit counts, {@ref} interpolation, game events, tags, gameData
    merge-at-read, and whole-game save/load (saveGame / loadGame).
  • The patterplay.min.js drop-in: the whole runtime as one self-contained <script> file
    (window.Patterplay), for plain HTML pages with no bundler.
  • Localisation: play any locale of an Embedded bundle, switch live with setLocale, or ship
    an IDs-only bundle and localise in your own system (flow.interpolate). Closed-caption cue
    stripping via setClosedCaptions.
  • Live refresh: replaceStrings (text-only edits, in place) and hotSwap (structural edits,
    state carried over) - the engine side of Patterpad's Live Link hot reload.
  • Structure introspection: getOutline() / getBeatSequence() expose the authored tree
    (per-beat text, character, gameData, tags) for tooling.
  • Companion helpers live in @patterkit/play-helpers (save envelopes, property setters,
    state logger, Live Link client, property inspector, audio resolution).
  • Distribution: patterplay-js-<version>.zip on each play-js-v* GitHub Release (the
    runtime + module builds + two demos, no npm needed), npm, and the CDN drop-in - all the
    same version.