- The Platino GameView may now directly contain other Titanium views, such as labels.
- Phasing out ‘register/unregisterForMultiTouch’ in favor of one single property, ‘enableMultiTouchEvents’.
- Adding a sprite to the same scene or HUD more than once will no longer be allowed cross-platform.
- Orthographic (non-perspective) mode is now the default.
- Viewport is no longer directly editable and is not returned in the screen data. This was never documented and not useful.
- Added new setting GameView.setOrthographicMode to allow ‘fit’ or ‘stretch’ displaying of the game.
- Sprites now stop the further propagation of touch events, unless explicitly told not to with sprite.alwaysPropagateTouches = true.
- An event may also be propagated manually and conditionally within a sprite touch event by calling a Scene's new method ‘propagateTouch’ and supplying the event. This works on the HUD as well and can propagate down to the active scene below.
- New methods added to scenes: ‘spriteToTop’ and ‘spriteToBottom’. These quickly change the z of the targeted sprite to the front or back of other sprites.
- For clarity, sprite.moveRelative was added for relative positional changes, while move remains as an alternate way to set x and y at once.
- Also added sprite.moveCenter and sprite.moveCenterRelative which affect the center point instead of the upper left.
- Sprites may also be positioned and rotated by setting the ‘position’ and ‘center’ attributes.
- For sprites, centerX and centerY can be individually requested to position a sprite based at its center point instead of the upper left.
- For consistency, sprite.position can be used to set x and y at once, and optionally z.
- Added an improved ruble for platino use
- Android trial sprite improvements
- Determined ways to support Titanium UI elements instead of using sprites in the HUD. New examples show how this is done.
- The module is now io.platino
- Screen will properly refresh on IOS when switching between perspective and orthogonal display mode
- HUD sprites no longer randomly lose their proxies to garbage collection on IOS.
- Scenes now have a ‘sprite’ proxy to view all sprites in them as you like.
The biggest change here is that sprites now support touch events being added directly to them, as reflected in the samples referenced below.
- Scenes now have their own touch events, which report where in the scene a touch occurred, as opposed to the device itself.
- Sprites now have their own touch events, which report the actual pixel of the sprite which received the touch.
- Pinch events are now fully supported.
- Multitouch can now be unregistered if needed.
- game.sceneToWorld now works in both perspective and orthogonal.
- "Points" list will no longer be found in touch events under Android devices unless multitouch is enabled using registerForMultiTouch. That was an oversight.
- Trial users who want to use the default ‘projection’ camera type will now be able to without the touch and visual issues which sometimes happened before.
- New watermark added for trial users.
- Tank Sample: This example now shows the brand new scene and sprite events. Touch scaling is completely removed, and the button has its very own touch event.
- Chipmunk Sample: This sample no longer provides the debug overlay. That is to be redone.
- Events Sample: Once again, touch events are now directly wired up to the sprites, without the touch scale handling that used to be required.
- Jukebox Sample: Issues with ALmixer on Android devices have been resolved.
- Touch Event: New sample added for touch events. The old example has been updated, while the new one shows touch events in a more in-depth way.