text: game.SpendExp = me.ScreenObject.extend({
      /**	
       *  action to perform on state change
       */
      onResetEvent: function() {
          me.game.world.addChild(new me.Sprite(0, 0, me.loader.getImage("exp-screen")), -10); // TODO
  
          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 = ((Number(game.data.exp1) + 1) * 10);
          var exp2cost = ((Number(game.data.exp2) + 1) * 10);
          var exp3cost = ((Number(game.data.exp3) + 1) * 10);
          var exp4cost = ((Number(game.data.exp4) + 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(renderer) {
                  //this.font.draw(renderer.getContext(), "", 430, 130);
                  this.font.draw(renderer.getContext(), "PRESS F1-F4 TO BUY, F5 TO SKIP", this.pos.x, this.pos.y);
                  this.font.draw(renderer.getContext(), "CURRENT EXP: " + game.data.exp.toString(), this.pos.x + 100, this.pos.y + 50);
                  this.font.draw(renderer.getContext(), "F1: Increase gold production CURRENT LEVEL: " + game.data.exp1.toString() + "COST: " + exp1cost, this.pos.x, this.pos.y + 100);
                  this.font.draw(renderer.getContext(), "F2: Increase Starting Gold", this.pos.x, this.pos.y + 150);
                  this.font.draw(renderer.getContext(), "F3: Increase Damage Output", this.pos.x, this.pos.y + 200);
                  this.font.draw(renderer.getContext(), "F4: Increase Player 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;
                      exp1cost = ((Number(game.data.exp1) + 1) * 10);
                  } else {
                      alert("Not enough Exp");
                  }
              } else if (action === "F2") {
                  if (game.data.exp >= exp2cost) {
                      game.data.exp2 += 1;
                      game.data.exp -= exp2cost;
                      exp2cost = ((Number(game.data.exp2) + 1) * 10);
                  } else {
                      console.log("not enough experience");
                  }
              } else if (action === "F3") {
                  if (game.data.exp >= exp3cost) {
                      game.data.exp3 += 1;
                      game.data.exp -= exp3cost;
                      exp3cost = ((Number(game.data.exp3) + 1) * 10);
                  } else {
                      console.log("not enough experience");
                  }
              } else if (action === "F4") {
                  if (game.data.exp >= exp4cost) {
                      game.data.exp4 += 1;
                      game.data.exp -= exp4cost;
                      exp4cost = ((Number(game.data.exp4) + 1) * 10);
                  } else {
                      console.log("not enough experience");
                  }
              } else if (action === "F5") {
                  me.state.change(me.state.PLAY)
              }
          });
  
      },
      /**	
       *  action to perform when leaving this screen (state change)
       */
      onDestroyEvent: function() {
          me.input.bindKey(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);
      }
  
  
  
  });
  