distance? | number | "perHole" | "auto" | 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-rows 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:89 |
duration? | number | How long each symbol’s drop-in tween runs, in ms. Default 600. | cascade/TumbleConfig.ts:43 |
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:53 |
rowOrder? | "bottomToTop" | "topToBottom" | Which row lands first when rowStagger > 0. - 'bottomToTop' (default). bottom row arrives first, top row last. Paired with setDropOrder('ltr') per-reel stagger this gives the canonical “bottom-left first, top-right last” reveal that every commercial tumble slot ships with. - 'topToBottom'. top row arrives first. Reads as “new symbols pour from above”; fits gravity-themed or rain-style slots. | cascade/TumbleConfig.ts:72 |
rowStagger? | number | Delay between successive rows starting their drop, in ms. Default 60. 0 makes every animated row drop in simultaneously. the most common choice for cascade refills. | cascade/TumbleConfig.ts:60 |