text: 
  
  /**
   * a HUD container and child items
   */
  
  game.HUD = game.HUD || {};
  
  
  game.HUD.Container = me.Container.extend({
  
      init: function() {
          // call the constructor
          this._super(me.Container, 'init');
  
          // persistent across level change
          this.isPersistent = true;
  
          // Use screen coordinates
          this.floating = true;
  
          // make sure our object is always draw first
          this.z = Infinity;
  
          // give a name
          this.name = "HUD";
  
          // add our child score object at position
          this.addChild(new game.HUD.ScoreItem(790, 560));
      }
  });
  
  
  /**
   * a basic HUD item to display score
   */
  game.HUD.ScoreItem = me.Renderable.extend( {
      /**
       * constructor
       */
      init: function(x, y) {
  
          // call the super constructor
          // (size does not matter here)
          this._super(me.Renderable, 'init', [x, y, 10, 10]);
  
          // create a font
          this.font = new me.BitmapFont("atascii", {x:24});
          this.font.alignText = "bottom";
          this.font.set("right", 1.6);
  
          // local copy of the global score
          this.score = -1;
      },
  
      /**
       * update function
       */
      update : function () {
          // we don't draw anything fancy here, so just
          // return true if the score has been updated
          if (this.score !== me.game.score) {
              this.score = me.game.score;
              return true;
          }
          return false;
      },
  
      /**
       * draw the score
       */
      draw : function (context) {
          this.font.draw (context, game.data.score, this.pos.x, this.pos.y);
      }
  
  });
  