text: 
  
  techtip.level5 = function (game) {
  }
  
  techtip.level5.prototype = {
      preload: function () {
          // alert("asdsa")
      },
      create: function () {
          game.load.crossOrigin = 'Anonymous';
          game.input.enabled = true;
          game.physics.startSystem(Phaser.Physics.ARCADE);
          game.stage.backgroundColor = '#1e28bc';
          var backgroundScaleHeight = window.innerHeight;
          this.tilemap = game.add.tilemap('level5_map', 16, 16, 800, 600);
          var layer = this.tilemap.createLayer('layer1');
          this.tilemap.addTilesetImage('ngtile1');
          this.tilemap.addTilesetImage('ngtile');
          this.tilemap.addTilesetImage('ngtile3');
          this.tilemap.addTilesetImage('pipe1');
          this.tilemap.addTilesetImage('pipe2');
          // this.tilemap.addTilesetImage('pipe3');
          this.tilemap.addTilesetImage('slp1');
          this.tilemap.addTilesetImage('slp2');
          this.tilemap.addTilesetImage('moonimahes');
          this.tilemap.addTilesetImage('flag');
          this.tilemap.addTilesetImage('wolken');
  
          this.tilemap.myLayers = [];
  
  
          cursor = game.input.keyboard.createCursorKeys();
          jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
          tileSprite = game.add.sprite(0, 0, 'starfield');
          layer.alpha = 0.5;
          this.tilemap.myLayers[1] = layer;
          for (var i = 2; i > 1; i--) {
              var layer = this.tilemap.createLayer('layer' + i);
              game.physics.arcade.enable(layer);
              this.tilemap.setCollisionByExclusion([MAP_OBJECTS_INDEX[i - 1]], true, layer);
              // layer.alpha = (3-i)/2;
              // this.tilemap.myLayers[i-1] = layer;
              layer.alpha = (3 - i);
              this.tilemap.myLayers[i - 1] = layer;
          }
          tileSprite.height = this.game.height;
          tileSprite.width = (this.game.height * tileSprite.width) / tileSprite.height;
          this.game.world.setBounds(0, 0, tileSprite.width, this.game.height);
          tileSprite.height = backgroundScaleHeight;
          this.phaserDude = game.add.sprite(20, 20, 'dude');
          game.physics.arcade.enable(this.phaserDude);
          this.phaserDude.body.acceleration.y = 400;
          this.phaserDude.body.collideWorldBounds = true;
          game.camera.follow(this.phaserDude);
          back('Menu', 200, 290, 'back');
      },
      go: function () {
          game.state.start('menu');
      },
      update: function () {
          if (cursors.left.isDown) {
              this.phaserDude.body.velocity.x = -150;
  
              if (facing != 'left') {
                  this.phaserDude.animations.play('left');
                  facing = 'left';
              }
          }
          else if (cursors.right.isDown) {
              this.phaserDude.body.velocity.x = 150;
  
              if (facing != 'right') {
                  this.phaserDude.animations.play('right');
                  facing = 'right';
              }
          }
          if (jumpButton.isDown && this.phaserDude.body.onFloor() && game.time.now > jumpTimer) {
              this.phaserDude.body.velocity.y = -250;
              jumpTimer = game.time.now + 750;
          }
      }
  }
  function go()
  {
      game.state.start('menu');
  }
  function back(name, x, y, eventname) {
      var policy = game.add.button(x, y, 'button',go, this, 0, 1, 2);
      policy.name = name;
      policy.scale.set(2, 1.5);
      policy.smoothed = false;
      var text = game.add.bitmapText(x, y + 7, 'shortStack', name, 16);
      text.x += (policy.width / 2) - (text.textWidth / 2);
  }