README
Angular Rive
A repository for Angular built around the rive canvas runtime.
Demo
- 🎞️ Rive Player
- 🎥 Animation Recorder
- ⛱️ Playground
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
- Install :
npm install ng-rive
- 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 RiveCanvasDirective loads a .riv animation file into it's canvas tag :
Input
[riv]: The.rivfile or it's name if in the asset. Full path is managed by theRIVE_FOLDERtoken.[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.[autoreset]: Iftrue, will reset the animation tostartwhen done (only forone-shotmode).
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).[mode]: Force a mode:"one-shot","loop"or"ping-pong"(ifundefined, default mode is used).[mix]: The weight of this application over another in the sameArtboard.[autoreset]: Iftrue, will reset the animation tostartwhen done (only forone-shotmode).
Output
(load): Emitted the loadedLinearAnimation.
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 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 isBooleanorNumber
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
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>