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Angular Rive

A repository for Angular built around the rive canvas runtime.

GitHub npm npm

Compatibility

Animations built before version 0.7.0 rive-canvas will not work with new versions of ng-rive.

Angular ng-rive @rive-app/canvas-advanced
>=15 0.3.* 2..
14-15 0.2.6 1.1.6
12-13 0.1.* 0.7.* (rive-canvas)
<12 0.0.* 0.6.* (rive-canvas)

Note: Version 0.3.0 and above use standalone component.

Get started

  1. Install :
npm install ng-rive

Note: since version 0.3.0 we install @rive-app/canvas-advanced with ng-rive to avoid mismatching version.

  1. Module vs standalone RiveModule:

  2. Module RiveModule

import { RiveModule } from 'ng-rive';

@NgModule({
  declarations: [MyComponent],
  imports: [
    CommonModule,
    RiveModule,
  ],
})
export class MyModule { }
  1. Standalone:
import { RiveCanvas, RiveLinearAnimation } from 'ng-rive';
@Component({
  ...
  standalone: true,
  imports: [
    RiveCanvas,
    RiveLinearAnimation,
    ...
  ],
})
export class MyComponent {}
  1. Add your .riv file in your assets
|-- assets
|   |--rive
|      |-- knight.riv

If you want to change the path you can specify it with the RIVE_FOLDER provider:

import { RiveModule, RIVE_FOLDER } from 'ng-rive';
@NgModule({
  declarations: [MyComponent],
  imports: [
    CommonModule,
    RiveModule,
  ],
  providers: [{
    provide: RIVE_FOLDER,
    useValue: 'assets/animations',
  }]
})
export class MyModule { }
  1. Use in template :
<canvas riv="knight" width="500" height="500">
  <riv-animation name="idle" play></riv-animation>
</canvas>
  1. Debug: If you see the error Error: Can't resolve 'fs', add this in your package.json:
"browser": {
  "fs": false,
  "path": false
}
  1. (Bonus) Rive wasm runtime custom location:

If you want to host the rive wasm (WebAssembly runtime environment) yourself or use a cdn other than unpkg, you can do so with the RIVE_WASM provider:

import { RiveModule, RIVE_WASM } from 'ng-rive';
@NgModule({
  declarations: [MyComponent],
  imports: [
    CommonModule,
    RiveModule,
  ],
  providers: [{
    provide: RIVE_WASM,
    useValue: 'assets/rive/rive.wasm',
  }]
})
export class MyModule { }

to build the rive wasm runtime with the angular project it must be added into your angular.json config file. the rive.wasm runtime is provided with the @rive-app/canvas-advanced package. This package is already part of @ng-rive. This can be configured as follows:

...
  "architect": {
    "build": {
      ...
      "options": {
        ...
        "assets": {
          ...,
          {
            "glob": "*.wasm",
            "input": "node_modules/@rive-app/canvas-advanced/",
            "output": "assets/rive/"
          },
          ...
        },
        ...
      },
      ...
    },
    ...
  },
...
  1. (Bonus) Rive version If you want to set a specific version for your wasm file you can use the RIVE_VERSION injection token.
  providers: [{
    provide: RIVE_VERSION,
    useValue: 'latest',
  }]

ng-rive used to default to "latest", but it created some issue in production app. Now it defaults to the latest version used when the library is publish. You can see the current default version here.

API

Canvas

The RiveCanvas loads a .riv animation file into it's canvas tag :

Input

  • [riv]: The .riv file or it's name if in the asset. Full path is managed by the RIVE_FOLDER token.
  • [artboard]: The name of the artboard to used. If not specified, the default one is used.
  • [width]: The width of the canvas in pixel.
  • [height]: The height of the canvas in pixel.
  • [fit]: How the animation should fit inside the canvas.
  • [alignment]: Where the animation should be positioned inside the canvas.
  • [lazy]: If provided, the file will only be loaded when canvas is visible in the viewport.
  • [viewbox]: Enable zoom in the canvas. Expect a string minX minY maxX maxY. Default 0 0 100% 100%.

⚠️ The lazy input use the IntersectionObserver API which will not work in all browser.

Output

  • (artboardChange): Emit the new Artboard

Examples

Canvas zoomed from "25% 25%" (top left), to "75% 75%" (bottom right).

<canvas riv="knight" viewbox="25% 25% 75% 75%" width="500" height="500"></canvas>

Animation

Run an animation inside a canvas based on name or index:

<canvas riv="knight" width="500" height="500">
  <riv-animation name="idle" play speed="0.5"></riv-animation>
</canvas>

Input

  • [name]: The name of the animation in the file loaded by the canvas.
  • [index] The index of the animation in the file loaded by the canvas (used if name is not provided).
  • [play]: Bind the player to a boolean (playing: true, paused: false).
  • [speed]: The speed at which the animation should play. Negative values cause the animation to play backward.
  • [mix]: The weight of this application over another in the same Artboard.

Output

  • (load): Emitted the loaded LinearAnimation.

Player

Provide more control over the animation

<canvas riv="poison-loader" width="500" height="500">
  <riv-player #player="rivPlayer" name="idle" [time]="time" mode="one-shot"></riv-player>
</canvas>
<input type="range" step="0.1" (input)="time = $event.target.value" [min]="player.startTime" [max]="player.endTime" />

Input / Output

  • [(time)]: Bind the animation to a specific time
  • [(play)]: Bind the player to a boolean (playing: true, paused: false).
  • [(speed)]: The speed at which the animation should play. Negative values cause the animation to play backward.

Based on the mode, the play, time & speed might change automatically.

Input

  • [name]: The name of the animation in the file loaded by the canvas.
  • [index] The index of the animation in the file loaded by the canvas (used if name is not provided).
  • [mix]: The weight of this application over another in the same Artboard.

⚠️ Deprecated: These input will be remove in the next version

  • [mode]: Force a mode: "one-shot", "loop" or "ping-pong" (if undefined, default mode is used).
  • [autoreset]: If true, will reset the animation to start when done (only for one-shot mode).

Output

  • (load): Emitted the loaded LinearAnimation.
  • (timeChange): Emitted just before refreshing the canvas when play is true. This output will be triggered for every frame if listened to. As every output create a rendering cycle, use it with care.

Node

The RiveNode directive give you access to one node :

<canvas riv="knight">
  <riv-animation name="idle" play></riv-animation>
  <riv-node name="cloud" x="300"></riv-node>
</canvas>

This example will set the position of the cloud to 300px of its origin.

Important: You need to have at least one animation playing to modify a node.

Input

  • [x] The x position of the node.
  • [y] The y position of the node.
  • [scaleX] The scaleX of the node.
  • [scaleY] The scaleX of the node.
  • [scale] Apply scaleX & scaleY.
  • [rotation] Apply rotation on the node. If value is below 2*PI use radians, else degrees.

⚠️ If the property of the node is updated by the animation, the animation wins.


State Machine

You can manipulate the state of a state machine animation though inputs:

<canvas riv="skills">
  <riv-state-machine name="move" play>
    <riv-input name="Level" [value]="level.value"><riv-input>
  </riv-state-machine>
</canvas>
<input type="radio" formControl="level" value="0" > Beginner
<input type="radio" formControl="level" value="1"> Intermediate
<input type="radio" formControl="level" value="2"> Expert

Input

  • [name] The name of the state machine in the file loaded by the canvas.
  • [index] The index of the state machine in the file loaded by the canvas (used if name is not provided).
  • [play]: Bind the player to a boolean (playing: true, paused: false).
  • [speed]: The speed at which the animation should play. Negative values cause the animation to play backward.

Output

  • (load): Emitted the loaded StateMachine.
  • (stateChange): Emitted the names of the states that have changed.

State Machine Input

The riv-input enables you to manipulated the state machine:

<canvas riv="skills">
  <riv-state-machine name="move" play>
    <riv-input #trigger="rivInput" name="Level"><riv-input>
  </riv-state-machine>
</canvas>
<button (click)="tigger.fire()">Trigger change</button>

Input

  • [name] The name of the input
  • [value] The value of the input, only if the type of the input is Boolean or Number

Ouput

  • (load) Emit the State Machine Input object when it's loaded from the rive file.
  • (change) Emit when the input value is changed or if fired.

Method

  • fire() Trigger a change, only if the type of the input is Trigger

Technics

Play if canvas is visible

To save ressources you can play the animation only when the canvas is visible in the viewport :

<canvas #canvas="rivCanvas" riv="knight" width="500" height="500">
  <riv-animation name="idle" [name]="canvas.isVisible | async"></riv-animation>
</canvas>

Multiple Animations

You can run multiple animations within the same canvas :

<canvas riv="knight">
  <riv-player name="idle" play></riv-player>
  <riv-player name="day_night" play mode="ping-pong" speed="0.5"></riv-player>
</canvas>

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