cellOrder? | "auto" | "endFirst" | "startFirst" | Which cell lands first when cellStagger > 0. - 'auto' (default). the cell at the gravity-EXIT end arrives first, the way a settling stack fills from the floor up. Under the usual downward gravity that is the bottom cell, which paired with setDropOrder('ltr') gives the canonical “bottom-left first, top-right last” reveal every commercial tumble slot ships with. A reel that drains upward fills from the top instead, with no further config. - 'endFirst'. always the cell at the larger main coordinate (bottom / right) first, whichever way gravity points. - 'startFirst'. always the cell at the smaller main coordinate (top / left) first. 'endFirst' and 'startFirst' are geometric, like the buffers: they name an end of the strip, not a direction of travel. Only 'auto' follows gravity. | cascade/TumbleConfig.ts:90 |
cellStagger? | number | Delay between successive cells starting their drop, in ms. Default 60. 0 makes every animated cell drop in simultaneously. the most common choice for cascade refills. | cascade/TumbleConfig.ts:69 |
distance? | number | "auto" | "perHole" | How far symbols fall, in cells. - 'perHole' (default). gravity-correct. Each symbol falls exactly as far as its hole demands: new symbols from above, survivors slide down the count of holes below them, untouched symbols don’t move. - 'auto'. every symbol falls the full visible-cells distance. Best for Moment A (initial drop, “the entire column drops in unison”) and for refills made up entirely of new symbols. For refills with SURVIVORS the engine silently falls back to per-hole geometry for those movers. 'auto' would teleport a sliding survivor above the viewport before dropping it back down, which reads as a flash. - number. explicit pixel distance applied uniformly to every animated symbol. | cascade/TumbleConfig.ts:107 |
duration? | number | How long each symbol’s drop-in tween runs, in ms. Default 600. | cascade/TumbleConfig.ts:52 |
ease? | string | GSAP easing string for the drop-in trajectory. Default 'power2.out' . symbols decelerate cleanly into their slot with NO overshoot, which matches the canonical commercial-slot pattern: fall straight in, then play a per-symbol landing spine animation. Use 'back.out(1.5)' for a soft overshoot, 'bounce.out' for cartoon bounce, 'sine.in' for gravity, 'expo.in' for slam. | cascade/TumbleConfig.ts:62 |