Interactive animation runtime. Animations are designed in the Rive editor and controlled via state machines at runtime.
Setup
bash
# Install the Rive web runtime and React bindings.
npm install @rive-app/canvas
npm install @rive-app/react-canvas
Basic Web Playback
typescript
// src/rive/player.ts — Load a .riv file and play it on a canvas element.
// Rive files contain artboards, animations, and state machines.
import { Rive } from "@rive-app/canvas";
export function createRivePlayer(
canvas: HTMLCanvasElement,
src: string,
stateMachine: string
): Rive {
return new Rive({
src,
canvas,
stateMachines: stateMachine,
autoplay: true,
onLoad: () => {
console.log("Rive file loaded");
},
onStateChange: (event) => {
console.log("State changed:", event.data);
},
});
}
State Machine Inputs
typescript
// src/rive/inputs.ts — Read and write state machine inputs to drive animation
// transitions. Inputs are booleans, numbers, or triggers defined in Rive editor.
import { Rive, StateMachineInput } from "@rive-app/canvas";
export function getInputs(rive: Rive, stateMachineName: string) {
const inputs = rive.stateMachineInputs(stateMachineName) || [];
return Object.fromEntries(inputs.map((i) => [i.name, i]));
}
export function setBoolean(input: StateMachineInput, value: boolean) {
input.value = value;
}
export function setNumber(input: StateMachineInput, value: number) {
input.value = value;
}
export function fireTrigger(input: StateMachineInput) {
input.fire();
}
React Integration
tsx
// src/components/RiveAnimation.tsx — React component for Rive animations.
// useRive handles lifecycle, useStateMachineInput provides input control.
import { useRive, useStateMachineInput } from "@rive-app/react-canvas";
interface Props {
src: string;
stateMachine: string;
className?: string;
}
export function RiveAnimation({ src, stateMachine, className }: Props) {
const { rive, RiveComponent } = useRive({
src,
stateMachines: stateMachine,
autoplay: true,
});
// Access a boolean input named "isHovered"
const hoverInput = useStateMachineInput(rive, stateMachine, "isHovered");
return (
<RiveComponent
className={className}
onMouseEnter={() => hoverInput && (hoverInput.value = true)}
onMouseLeave={() => hoverInput && (hoverInput.value = false)}
/>
);
}
Interactive Button Example
tsx
// src/components/RiveButton.tsx — Animated button that uses a Rive state machine
// with pressed/hover/idle states and a trigger for click feedback.
import { useRive, useStateMachineInput } from "@rive-app/react-canvas";
export function RiveButton({ src, onClick }: { src: string; onClick: () => void }) {
const { rive, RiveComponent } = useRive({
src,
stateMachines: "button_state",
autoplay: true,
});
const isHovered = useStateMachineInput(rive, "button_state", "isHovered");
const isPressed = useStateMachineInput(rive, "button_state", "isPressed");
return (
<RiveComponent
style={{ width: 200, height: 60, cursor: "pointer" }}
onMouseEnter={() => isHovered && (isHovered.value = true)}
onMouseLeave={() => {
if (isHovered) isHovered.value = false;
if (isPressed) isPressed.value = false;
}}
onMouseDown={() => isPressed && (isPressed.value = true)}
onMouseUp={() => {
if (isPressed) isPressed.value = false;
onClick();
}}
/>
);
}
Listening to Rive Events
typescript
// src/rive/events.ts — Subscribe to Rive events emitted by state machine
// transitions, useful for triggering sound effects or UI updates.
import { Rive, EventType } from "@rive-app/canvas";
export function listenToEvents(rive: Rive) {
rive.on(EventType.StateChange, (event) => {
console.log("States:", event.data);
});
rive.on(EventType.RiveEvent, (event) => {
const { name, properties } = event.data as any;
console.log(`Rive event: ${name}`, properties);
});
}