text: game.TitleScreen = me.ScreenObject.extend({
  	/**	
  	 *  action to perform on state change
  	 */
  	onResetEvent: function() {
                  //Adds a child that contains the title screen image.
  		me.game.world.addChild(new me.Sprite(0, 0, me.loader.getImage("title-screen")), -10);
                  
                  //States that this is option 1. (Start a new game).
                  game.data.option1 = new (me.Renderable.extend({
                      init: function() {
                          this._super(me.Renderable, "init", [270, 240, 300, 50]);
                          this.font = new me.Font("Arial", 46, "green");
                          me.input.registerPointerEvent('pointerdown', this, this.newGame.bind(this), true);
                      },
                      
                      draw: function(renderer) {
                          this.font.draw(renderer.getContext(), "Awesomenauts!", 350, 130);
                          this.font.draw(renderer.getContext(), "START A NEW GAME", this.pos.x, this.pos.y);
                      },
                      
                      update: function(dt) {
                          return true;
                      },
                      //Changes to the new player screen.
                      newGame: function() {
                          me.input.releasePointerEvent('pointerdown', this);
                          me.input.releasePointerEvent('pointerdown', game.data.option2);
                          me.state.change(me.state.NEW);
                      }
                  }));
                  //Adds the child "Option 1".
                  me.game.world.addChild(game.data.option1);
                  
                  //States that this is option 2. (Continue your game).
                  game.data.option2 = new (me.Renderable.extend({
                      init: function() {
                          this._super(me.Renderable, "init", [380, 340, 250, 50]);
                          this.font = new me.Font("Arial", 46, "green");
                          me.input.registerPointerEvent('pointerdown', this, this.newGame.bind(this), true);
                      },
                      
                      draw: function(renderer) {
                          this.font.draw(renderer.getContext(), "CONTINUE", this.pos.x, this.pos.y);
                      },
                      
                      update: function(dt) {
                          return true;
                      },
                          
                      newGame: function() {
                          //Goes to the load game screen.
                          me.input.releasePointerEvent('pointerdown', this);
                          me.input.releasePointerEvent('pointerdown', game.data.option1);
                          me.state.change(me.state.LOAD);
                      }
                  }));
                  
                  //Adds the child "Option 2"
                  me.game.world.addChild(game.data.option2);
                  
  	},
  	
  	
  	/**	
  	 *  action to perform when leaving this screen (state change)
  	 */
  	onDestroyEvent: function() {
              
  	}
  });
  