text: game.EnemyBaseEntity = me.Entity.extend ({
  	init: function(x, y, settings) {
  		this._super(me.Entity, "init", [x, y, {
  			image: "tower",
  			width: 100,
  			height: 100,
  			spritewidth: "100",
  			spriteheight: "100",
  		// these are basic details of the enemy creep
  		// shows different qualities he has
  		// these are the showing the the different dimensions of the creep
  
  			getShape: function() {
  				return (new me.Rect(0, 0, 100, 70)).toPolygon();
  		// this shows the height of the bases
  			}
  }]);
  		this.broken = false;
  		// this is saying that the tower has not yet been
  		this.health = game.data.enemyBaseHealth;
  		// starting energy for tower
  		this.alwaysUpdate = true;
  		// updates the screen whether or not we are not looking at it
  		this.body.onCollision = this.onCollision.bind(this);
  		// if somebody runs into the tower it will be able to collide with it
  
  		this.type = "EnemyBase";
  		// this is a type you can use to check to see what you are running into
  		this.renderable.addAnimation("idle", [0]);
  		// different quality of the creep looks
  		this.renderable.addAnimation("broken", [1]);
  		// last quality of the creeps look
  		this.renderable.setCurrentAnimation("idle");
  		// renderable is a class built in melon js that we can play with the animation with
  
  	}, 
  
  	update: function(delta) {
  		if( this.health <= 0) {
  			this.broken =  true;
  			game.data.win = true;
  			// this means that the character is dead
  			this.renderable.setCurrentAnimation("broken");
  	}
  		this.body.update(delta);
  		// updates the code
  
  		this._super(me.Entity, "update", [delta]);
  		// telling the super class to update
  		return true;
  	},
  		onCollision: function() {
  		//nothing is needed here
  		}, 
  		loseHealth: function() {
  			this.health--;
  		// this controls the creep health
  		}
  	
  });