text: 
  
  game.SpendExp = me.ScreenObject.extend({
  	onResetEvent: function() {	
  		me.game.world.addChild(new me.Sprite(0, 0, me.loader.getImage('background')), -10); // TODO
                  console.log("Spend");
                  //allows for keys to be assigned
                  me.input.bindKey(me.input.KEY.F1, "F1");
                  me.input.bindKey(me.input.KEY.F2, "F2");
                  me.input.bindKey(me.input.KEY.F3, "F3");
                  me.input.bindKey(me.input.KEY.F4, "F4");
                  me.input.bindKey(me.input.KEY.F5, "F5");
                  var exp1cost = ((game.data.exp1 + 1) * 10);
                  
                  me.game.world.addChild(new (me.Renderable.extend({
                      init: function(){
                          this._super(me.Renderable, 'init', [10, 10, 300, 50]);
                          this.font = new me.Font("Arial", 26, "white");
                      },
                      
                      draw: function(render){
                          //abillitys
                          
                          this.font.draw(render.getContext(), "PRESS F1-F4 TO BUY, F5 TO SKIP", this.pos.x, this.pos.y);
                          this.font.draw(render.getContext(), "CURRENT EXP: " + game.data.exp.toString(), this.pos.x, this.pos.y + 50);
                          this.font.draw(render.getContext(), "F1: INCREASE GOLD PRODUCTION CURRENT LEVEL: " + game.data.exp1.toString() + " COST: " + exp1cost, this.pos.x, this.pos.y + 100);
                          this.font.draw(render.getContext(), "F2: ADD STARTING GOLD ", this.pos.x, this.pos.y + 150);
                          this.font.draw(render.getContext(), "F3: INCREASE ATTACK DAMAGE ", this.pos.x, this.pos.y + 200);
                          this.font.draw(render.getContext(), "F4: INCREASE STARTING HEALTH ", this.pos.x, this.pos.y + 250);
                      }
                  })));
                  
                  this.handler = me.event.subscribe(me.event.KEYDOWN, function (action, keyCode, edge){
                      if(action === "F1"){
                         if(game.data.exp >= exp1cost){
                             game.data.exp1 += 1;
                             game.data.exp -= exp1cost;
                             me.state.change(me.state.PLAY);
                         }else{
                             //tells user to gain more exp
                             console.log("not enough experience");
                         } 
                      }else if(action === "F2"){
                          
                      }else if(action === "F3"){
                          
                      }else if(action === "F4"){
                          
                      }else if(action === "F5"){
                          me.state.change(me.state.PLAY);
                      }
                  });
                  
  	},
  	
  	onDestroyEvent: function() {
              //ability choosement
                  me.input.unbindKey(me.input.KEY.F1, "F1");
                  me.input.unbindKey(me.input.KEY.F2, "F2");
                  me.input.unbindKey(me.input.KEY.F3, "F3");
                  me.input.unbindKey(me.input.KEY.F4, "F4");
                  me.input.unbindKey(me.input.KEY.F5, "F5");
                  me.event.unsubscribe(this.handler);
  	}
  });