text: game.GametimerManager = Object.extend({
  	init: function(x, y, settings){
  		this.now = new Date().getTime();
  		this.lastCreep = new Date().getTime();
  		this.paused = false;
  		this.alwaysUpdate = true;
  
  	},
  
  	update: function(){
  		this.now = new Date().getTime();
  
  		this.goldTimerCheck();
  		this.creepTimerCheck();
  		return true;
  	},
  
  	goldTimerCheck: function(){
  
  		if(Math.round(this.now/1000)%20 ===0 && (this.now - this.lastCreep >= 1000)){
  			game.data.gold += (game.data.exp1 +1);
  		
  		}
  
  	},
  
  	creepTimerCheck: function() {
  			//Math.round works as a timer to properly send 
  		//enemy creeps at a given time
  		if(Math.round(this.now/1000)%10 ===0 && (this.now - this.lastCreep >= 1000)){
  			this.lastCreep = this.now;
  			var creepe = me.pool.pull("EnemyCreep", 1000, 0, {});
  			me.game.world.addChild(creepe, 5);
  		}
  	}
  });