Use the shared BlurSpriteSymbol ({ textures, blurTextures }); subclass it to swap on the engine's onReelSpinStart / onReelLanded hooks so blur needs no per-cell event wiring.
See it work
Use the shared BlurSpriteSymbol ({ textures, blurTextures }); subclass it to swap on the engine's onReelSpinStart / onReelLanded hooks so blur needs no per-cell event wiring.