@rive-app/canvas-single 1.0.2 → 1.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/rive.js +3 -3
package/package.json
CHANGED
package/rive.js
CHANGED
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@@ -124,7 +124,7 @@ if(h.preInit)for("function"==typeof h.preInit&&(h.preInit=[h.preInit]);0<h.preIn
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/* 2 */
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/***/ ((module) => {
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-
module.exports = JSON.parse('{"name":"@rive-app/canvas-single","version":"1.0.
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+
module.exports = JSON.parse('{"name":"@rive-app/canvas-single","version":"1.0.3","description":"Rive\'s high-level canvas based web api all in one js file.","main":"rive.js","homepage":"https://rive.app","repository":{"type":"git","url":"https://github.com/rive-app/rive-wasm/tree/master/js"},"keywords":["rive","animation"],"author":"Rive","contributors":["Luigi Rosso <luigi@rive.app> (https://rive.app)","Maxwell Talbot <max@rive.app> (https://rive.app)","Arthur Vivian <arthur@rive.app> (https://rive.app)","Umberto Sonnino <umberto@rive.app> (https://rive.app)","Matthew Sullivan <matt.j.sullivan@gmail.com> (mailto:matt.j.sullivan@gmail.com)"],"license":"MIT","files":["rive.js"],"typings":"rive.d.ts","dependencies":{}}');
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/***/ })
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/******/ ]);
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@@ -1095,6 +1095,8 @@ var Rive = /** @class */ (function () {
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// Ensure the runtime is loaded
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RuntimeLoader.awaitInstance().then(function (runtime) {
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_this.runtime = runtime;
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// Get the canvas where you want to render the animation and create a renderer
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_this.renderer = _this.runtime.makeRenderer(_this.canvas);
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// Load Rive data from a source uri or a data buffer
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_this.initData(artboard, startingAnimationNames, startingStateMachineNames, autoplay).catch(function (e) {
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console.error(e);
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@@ -1174,8 +1176,6 @@ var Rive = /** @class */ (function () {
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}
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// Initialize the animator
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this.animator = new Animator(this.runtime, this.artboard, this.eventManager);
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// Get the canvas where you want to render the animation and create a renderer
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this.renderer = this.runtime.makeRenderer(this.canvas);
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// Initialize the animations; as loaded hasn't happened yet, we need to
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// suppress firing the play/pause events until the load event has fired. To
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// do this we tell the animator to suppress firing events, and add event
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