Optionaloptions: ContainerOptions<ContainerChild>flashes a beam between two points; it fades on update and removes itself at duration end
Optionaloptions: BeamOptionsdrops every live beam at once - a scene change, say
Removes all internal references and listeners as well as removes children from the display list.
Do not use a Container after calling destroy.
fades every live beam, then forgets and destroys the finished ones
Owns the beams a game has flashing: one
addper ray, oneupdate(dt)fading them all and forgetting the finished ones, and no bookkeeping left to the caller. Beams are parented here and destroyed with their beam; z-order stays the caller's.Example