text: //ExperienceManager class being created
  game.ExperienceManager = Object.extend({
  	//new init function
  	init: function(x, y, settings){
  		//always updates function
  		this.alwaysUpdate = true;
  		//game is not over initially
  		this.gameover = false;
  	},
  
  	//new update function
  	update: function(){
  		//if I win...
  		//and game isnt over
  		if(game.data.win === true && !this.gameover){
  			//call to gameOver function
  			//passes true
  			this.gameOver(true);
  		}
  		//if I lose...
  		//and game isnt over
  		else if(game.data.win === false && !this.gameover){
  			//call to gameOver function
  			//passes false
  			this.gameOver(false);
  		}
  
  		//tells update to actually do stuff
  		return true;
  
  	},
  
  	//new gameOver function
  	//passes win
  	gameOver: function(win){
  		//if player wins
  		if(win){
  			//adds 10 experience
  			game.data.exp += 10;
  		}
  		else{
  			//adds 1 experience
  			game.data.exp += 1;
  		}
  		
  		//game is over if player wins
  		this.gameOver = true;
  		//saves current game variable of experience into save variable
  		me.save.exp =  game.data.exp;
  		//only for testing purposes
  		me.save.exp2 = 4;
  	}
  	
  });
  
  
  
  
  
  
  
  //---------------------------------------------------------------------------------------------------------------------------------------------------------------
  
  
  
  
  
  
  
  game.pause = Object.extend({
  	//new init function
  	init: function(x, y, settings){
  		//sets game to current time
  		this.now = new Date().getTime();
  		//game isnt paused
  		this.paused = false;
  		//awlays updates game
  		this.alwaysUpdate = true;
  		//updates when paused
  		this.updateWhenPaused = true;
  	},
  
  	//new update function
  	update: function(){
  		//updates timers
  		this.now = new Date().getTime();
  		//if buy button is pressed...
  		//and its been one second since last buy...
  		if(me.input.isKeyPressed("pause"){
  			
  			this.pauseScreen();
  		}
  
  
  		return true;
  	},
  
  	//new startBuying function
  	pauseScreen: function(){
  		me.state.pause(me.state.PAUSE);
  		//sets pausePos to current location
  		game.data.pausePos = me.game.viewport.localToWorld(0, 0);
  		//makes screen a new sprite
  		//sets x and y position
  		//gets image
  		game.data.pausescreen = new me.Sprite(game.data.pausePos.x, game.data.pausePos.y, me.loader.getImage('pause-screen'));
  		//updates when screen is up
  		game.data.pausescreen.updateWhenPaused = true;
  		//makes buy screen opague
  		game.data.pausescreen.setOpacity(0.8);
  		//adds screen to the game
  		me.game.world.addChild(game.data.pausescreen, 34)
  		//makes sure player doesnt move when game is paused
  		game.data.player.body.setVelocity(0, 0);
  		me.state.pause(me.state.PAUSE);
  	},
  
  	
  
  	//new stopBuying function
  	stopPause: function(){
  		//when you stop buying, game will start
  		me.state.resume(me.state.PLAY);
  		//returns normal speed to player when unpaused
  		game.data.player.body.setVelocity(game.data.playerMoveSpeed, 20);
  		//removes buy screen when game is unpaused
  		me.game.world.removeChild(game.data.pausescreen);
  	},
  
  	
  
  */