@rive-app/canvas-single 1.0.66 → 1.0.67
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 +32 -8
- package/rive.js.map +1 -1
package/package.json
CHANGED
package/rive.js
CHANGED
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@@ -141,7 +141,7 @@ k.run=Fc;if(k.preInit)for("function"==typeof k.preInit&&(k.preInit=[k.preInit]);
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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":"1.0.67","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","rive.js.map","rive.d.ts","rive_advanced.mjs.d.ts"],"typings":"rive.d.ts","dependencies":{},"browser":{"fs":false,"path":false}}');
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/***/ }),
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/* 3 */
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@@ -577,6 +577,16 @@ var Animation = /** @class */ (function () {
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this.scrubTo = null;
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}
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};
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/**
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* Apply interpolated keyframe values to the artboard. This should be called after calling
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* .advance() on an animation instance so that new values are applied to properties.
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*
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* Note: This does not advance the artboard, which updates all objects on the artboard
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* @param mix - Mix value for the animation from 0 to 1
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*/
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Animation.prototype.apply = function (mix) {
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this.instance.apply(mix);
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};
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Object.defineProperty(Animation.prototype, "needsScrub", {
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get: function () {
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return this.scrubTo !== null;
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@@ -684,6 +694,13 @@ var StateMachine = /** @class */ (function () {
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enumerable: false,
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configurable: true
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});
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/**
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* Advances the state machine instance by a given time.
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* @param time - the time to advance the animation by in seconds
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*/
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StateMachine.prototype.advance = function (time) {
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this.instance.advance(time);
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};
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/**
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* Fetches references to the state machine's inputs and caches them
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* @param runtime an instance of the runtime; needed for the SMIInput types
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@@ -778,13 +795,18 @@ var Animator = /** @class */ (function () {
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// Try to create a new animation instance
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var anim = this.artboard.animationByName(animatables[i]);
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if (anim) {
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var newAnimation = new Animation(anim, this.artboard, this.runtime, playing);
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// Display the first frame of the specified animation
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newAnimation.advance(0);
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newAnimation.apply(1.0);
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this.animations.push(newAnimation);
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}
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else {
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// Try to create a new state machine instance
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var sm = this.artboard.stateMachineByName(animatables[i]);
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if (sm) {
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var newStateMachine = new StateMachine(sm, this.runtime, playing, this.artboard);
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this.stateMachines.push(newStateMachine);
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}
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}
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}
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@@ -1353,8 +1375,9 @@ var Rive = /** @class */ (function () {
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// Calculate the elapsed time between frames in seconds
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var elapsedTime = (time - this.lastRenderTime) / 1000;
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this.lastRenderTime = time;
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// Advance non-paused animations by the elapsed number of seconds
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//
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// - Advance non-paused animations by the elapsed number of seconds
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// - Advance any animations that require scrubbing
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// - Advance to the first frame even when autoplay is false
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var activeAnimations = this.animator.animations.filter(function (a) { return a.playing || a.needsScrub; })
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// The scrubbed animations must be applied first to prevent weird artifacts
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// if the playing animations conflict with the scrubbed animating attribuates.
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@@ -1365,13 +1388,14 @@ var Rive = /** @class */ (function () {
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if (animation.instance.didLoop) {
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animation.loopCount += 1;
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}
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animation.
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animation.apply(1.0);
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}
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// Advance non-paused state machines by the elapsed number of seconds
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// - Advance non-paused state machines by the elapsed number of seconds
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// - Advance to the first frame even when autoplay is false
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var activeStateMachines = this.animator.stateMachines.filter(function (a) { return a.playing; });
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for (var _a = 0, activeStateMachines_1 = activeStateMachines; _a < activeStateMachines_1.length; _a++) {
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var stateMachine = activeStateMachines_1[_a];
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stateMachine.
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stateMachine.advance(elapsedTime);
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// stateMachine.instance.apply(this.artboard);
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}
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// Once the animations have been applied to the artboard, advance it
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