ng-rive

Angular Rive

Usage no npm install needed!

<script type="module">
  import ngRive from 'https://cdn.skypack.dev/ng-rive';
</script>

README

Angular Rive

A repository for Angular built around the rive canvas runtime.

GitHub npm npm

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
12 0.7.* 0.1.*
<12 0.6.* 0.0.*

Get started

  1. Install :
npm install ng-rive
  1. Import RiveModule:
import { RiveModule } from 'ng-rive';

@NgModule({
  declarations: [MyComponent],
  imports: [
    CommonModule,
    RiveModule,
  ],
})
export class MyModule { }
  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
}

API

Canvas

The RiveCanvasDirective 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.
  • [autoreset]: If true, will reset the animation to start when done (only for one-shot mode).

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).
  • [mode]: Force a mode: "one-shot", "loop" or "ping-pong" (if undefined, default mode is used).
  • [mix]: The weight of this application over another in the same Artboard.
  • [autoreset]: If true, will reset the animation to start when done (only for one-shot mode).

Output

  • (load): Emitted the loaded LinearAnimation.

Player Mode or Default

Rive automatically apply the loop, ping-pong, speed and other property by default in the runtime. Setting the mode property will override the default behavior.

Using mode might create conflict with default behavior. Known conflicts are:

  • using a "loop" mode with an animation that is already a loop will fail if speed is negative

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>