text: var mainBackground;
  var walkingMan;
  var buttonOne;
  var but
  var buttonTwo;
  var buttonThree;
  var bgSpeed = 1;
  var walkSpeed = 4;
  var positive;
  
  
  BasicGame.Game = function (game) {
  
      //  When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
  
      this.game;      //  a reference to the currently running game (Phaser.Game)
      this.add;       //  used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
      this.camera;    //  a reference to the game camera (Phaser.Camera)
      this.cache;     //  the game cache (Phaser.Cache)
      this.input;     //  the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
      this.load;      //  for preloading assets (Phaser.Loader)
      this.math;      //  lots of useful common math operations (Phaser.Math)
      this.sound;     //  the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
      this.stage;     //  the game stage (Phaser.Stage)
      this.time;      //  the clock (Phaser.Time)
      this.tweens;    //  the tween manager (Phaser.TweenManager)
      this.state;     //  the state manager (Phaser.StateManager)
      this.world;     //  the game world (Phaser.World)
      this.particles; //  the particle manager (Phaser.Particles)
      this.physics;   //  the physics manager (Phaser.Physics)
      this.rnd;       //  the repeatable random number generator (Phaser.RandomDataGenerator)
  
  };
  
  WebFontConfig = {
  
      //  'active' means all requested fonts have finished loading
      //  We set a 1 second delay before calling 'createText'.
      //  For some reason if we don't the browser cannot render the text the first time it's created.
      //active: function() { this.game.time.events.add(Phaser.Timer.SECOND, createText, this); },
  
      //  The Google Fonts we want to load (specify as many as you like in the array)
      google: {
        families: ['VT323']
      }
  
  };
  
  // Object of Influence - move out of game.js eventually
  InfluenceCard = function (game, x, y, label) {
  	Phaser.Sprite.call(this, game, x, y, 'card');
  	this.label = label;
  }
  
  function positiveClick (buttonOne, pointer) {
  	bgSpeed += 0.25;
  	walkSpeed += 1;
  	walkingMan.animations.currentAnim.speed = walkSpeed;
  }
  
  function negativeClick (buttonTwo, pointer) {
  	if (bgSpeed > 0) {
  		bgSpeed -= 0.25;
  	}
  	if (walkSpeed > 0) {
  		walkSpeed -= 1;
  	}
  	walkingMan.animations.currentAnim.speed = walkSpeed;
  }
  
  //EXAMPLY OII Call
  //var happy = new InfluenceCard(game, x, y, 'happy');
  
  BasicGame.Game.prototype = {
  
      create: function () {
  	    
  	    mainBackground = this.add.tileSprite(0, 0, 1611, 640, 'desert');
  
  		walkingMan = this.add.sprite(this.world.width/3, 270, 'walkingMan');
  		walkingMan.scale.setTo(2,2);
  		walkingMan.animations.add('walk', [5, 6, 7, 8], walkSpeed, true);
  		walkingMan.animations.play('walk', 6, true);
  		
  		//var buttonOne = new InfluenceCard(this.game, 100, 200, 'happy');
  		//this.add.existing(buttonOne);
  		buttonOne = this.add.sprite(30, 30, 'card');
  		buttonOne.scale.setTo(2,2);
  		buttonOne.inputEnabled = true;
  		buttonOne.input.useHandCursor = true;
  		buttonOne.events.onInputDown.add(positiveClick, this);
  		
  		buttonTwo = this.add.sprite(buttonOne.x + buttonOne.width + 30, 30, 'card');
  		buttonTwo.scale.setTo(2,2);
  		buttonTwo.inputEnabled = true;
  		buttonTwo.input.useHandCursor = true;
  		buttonTwo.events.onInputDown.add(negativeClick, this);
  		
  		buttonThree = this.add.sprite(buttonTwo.x + buttonOne.width + 30, 30, 'card');
  		buttonThree.scale.setTo(2,2);
  		this.createText();
  
      },
      
      createText: function() {
  	    positive = this.add.text(buttonOne.x + buttonOne.width/2, buttonOne.y + buttonOne.height/2, 'POSITIVE INFLUENCE');
  		positive.anchor.setTo(0.5, 0.5);
  		positive.fill = '#fff';
  		positive.font = 'VT323';
  		positive.fontSize = 26;
  		positive.align = 'center';
  		positive.strokeThickness = 0;
  		positive.stroke = '#ccc';
  		
  		negative = this.add.text(buttonTwo.x + buttonTwo.width/2, buttonTwo.y + buttonTwo.height/2, 'NEGATIVE INFLUENCE');
  		negative.anchor.setTo(0.5, 0.5);
  		negative.fill = '#fff';
  		negative.font = 'VT323';
  		negative.fontSize = 26;
  		negative.align = 'center';
  		negative.strokeThickness = 0;
  		negative.stroke = '#ccc';
      },
  
      update: function () {
  
          mainBackground.tilePosition.x -= bgSpeed;
  
      },
  
      quitGame: function (pointer) {
  
          //  Here you should destroy anything you no longer need.
          //  Stop music, delete sprites, purge caches, free resources, all that good stuff.
  
          //  Then let's go back to the main menu.
          this.state.start('MainMenu');
  
      }
  
  };
  