this does a couple of things:
1. it allows the user to specify a startling texture for each tile.

2. fixes an issue when the textures are disposed of, if they come from the Asset loader then they are permanently disposed of and cant be used anymore, which sort of defeats the purpose of the Asset loader. so this may need a more robust solution in the future
i decided to break these out into new classes using what Thomas had originally submitted and building off of it. it is not as efficient as i would have wanted - i was shooting for having just one container in the UI class and then positioning the grouped elements accordingly - but it was too hard to make it all work smoothly so i went back to what Thomas had and just extended things and added the refresh system in there to keep redrawing down to a minimum. let me know if this is usable. you can test it with this test scene: https://www.dropbox.com/s/cwjxhf6s5r6qpma/MultiresolutionTest.zip
I added something to the Enemy class to discuss with you guys. basically it lest developers have aliases for the different animation names. so for "walk" i can have "snail_walk" without having to subclass the enemy class. this may not be ideal but i thought it offered a really easy way to quickly get enemies of different types on the screen. i updated the ZIP file to show you what i mean
update to the starling joystick and button. i was having trouble as i tried different screen sizes, i think this might solve the problem