Ripple is a simple, lightweight, and easy-to-use Roblox library for creating simple transitions and animations. It is inspired by roact-spring and is primarily intended to be a general-use alternative to Flipper for Roblox-TS.
You may use Ripple with or without Roact. Currently, there is no package for using Ripple with Roact.
Ripple is available on NPM and can be installed with the following commands:
npm install @rbxts/ripple
yarn add @rbxts/ripple
pnpm add @rbxts/ripple
# Wally
Ripple = "littensy/[email protected]"
To see Ripple in action, check out the example repository.
Call createMotion
to create an animation.
Use the spring
, linear
, immediate
, and tween
methods to set the goal of your animation.
import { Motion, MotionGoal, config, createMotion } from "@rbxts/ripple";
const motion = createMotion(Vector3.zero, { start: true });
motion.spring(Vector3.one, config.spring.stiff);
motion.onStep((value, deltaTime) => {
print(value, deltaTime);
});
print(motion.get());
You can also apply different goal types to specific properties using the to
method:
const motion = createMotion({ x: 0, y: 0 });
motion.to({
x: spring(100, config.spring.stiff),
y: linear(100),
});
Creates a memoized Motion object set to the given initial value.
Returns a binding that updates with the Motion, along with the Motion object.
function MyComponent() {
const [binding, motion] = useMotion(0);
// ...
}
export function useMotion(initialValue: number): LuaTuple<[Binding<number>, Motion]>;
export function useMotion<T extends MotionGoal>(initialValue: T): LuaTuple<[Binding<T>, Motion<T>]>;
export function useMotion<T extends MotionGoal>(initialValue: T) {
const motion = useMemo(() => {
return createMotion(initialValue);
}, []);
const [binding, setValue] = useBinding(initialValue);
useEventListener(RunService.Heartbeat, (delta) => {
const value = motion.step(delta);
if (value !== binding.getValue()) {
setValue(value);
}
});
return $tuple(binding, motion);
}
Applies spring animations to the given value, and updates the goal with the latest value on every re-render.
Returns a binding that updates with the Motion.
function MyComponent({ someValue }: Props) {
const binding = useSpring(someValue);
// ...
}
export function useSpring(goal: number | Binding<number>, options?: SpringOptions): Binding<number>;
export function useSpring<T extends MotionGoal>(goal: T | Binding<T>, options?: SpringOptions): Binding<T>;
export function useSpring(goal: MotionGoal | Binding<MotionGoal>, options?: SpringOptions) {
const [binding, motion] = useMotion(getBindingValue(goal));
const previousValue = useRef(getBindingValue(goal));
useEventListener(RunService.Heartbeat, () => {
const currentValue = getBindingValue(goal);
if (currentValue !== previousValue.current) {
previousValue.current = currentValue;
motion.spring(currentValue, options);
}
});
return binding;
}
Ripple is licensed under the MIT License.