@patterkit/runtime@0.1.0
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+Flowover a compiled.pattercbundle - 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.jsdrop-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 viasetClosedCaptions. - Live refresh:
replaceStrings(text-only edits, in place) andhotSwap(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>.zipon eachplay-js-v*GitHub Release (the
runtime + module builds + two demos, no npm needed), npm, and the CDN drop-in - all the
same version.