ng-rive
v0.3.1
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<h1 align="center">Angular Rive</h1>
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A repository for Angular built around the rive canvas runtime.
Demo
Compatibility
Animations built before version 0.7.0 rive-canvas will not work with new versions of ng-rive.
| Angular | Rive-canvas | ng-rive | | --------|--------------|---------| | >14 | 0.7.* | 0.2.* | | 12 | 0.7.* | 0.1.* | | <12 | 0.6.* | 0.0.* |
Get started
- Install :
npm install ng-rive @rive-app/canvas-advanced
- Import
RiveModule
:
import { RiveModule } from 'ng-rive';
@NgModule({
declarations: [MyComponent],
imports: [
CommonModule,
RiveModule,
],
})
export class MyModule { }
- 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 { }
- Use in template :
<canvas riv="knight" width="500" height="500">
<riv-animation name="idle" play></riv-animation>
</canvas>
- Debug:
If you see the error
Error: Can't resolve 'fs'
, add this in yourpackage.json
:
"browser": {
"fs": false,
"path": false
}
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 theRIVE_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 stringminX minY maxX maxY
. Default0 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 sameArtboard
.
Output
(load)
: Emitted the loadedLinearAnimation
.
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 sameArtboard
.
⚠️ 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 loadedLinearAnimation
.(timeChange)
: Emitted just before refreshing the canvas whenplay
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 loadedStateMachine
.(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 isBoolean
orNumber
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 isTrigger
State Machine Event Listeners
By default all State Machine defined in the template that have event listener will be triggered. (⚠️ You need to add your state machine in the template to start listening on it):
<canvas riv="skills">
<riv-state-machine name="move"></riv-state-machine>
</canvas>
Canvas will listen on all event listeners from the state machine "move", but not other in the same artboard.
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>