text: game.SpendGold = Object.extend({
      init: function(x, y, settings){
          this.now = new Date().getTime();
          this.lastBuy = new Date().getTime();
          this.paused = false;
          this.alwaysUpdate = true;
          this.updateWhenPaused = true;
      },
      
      update: function(){
          this.now = new Date().getTime();
          
          if(me.input.isKeyPressed("buy") && this.now-this.lastBuy >=1000){
              this.lastBuy = this.now;
              if(!this.buying){
                  this.startBuying();
              }else{
                  this.stopBuying();
              }
              
          }
          
          this.checkBuyKeys();
          
          return true;
      },
      
      startBuying: function(){
          this.buying = true;
          me.state.pause(me.state.PLAY);
          game.data.pausePos = me.game.viewport.localToWorld(0, 0);
          game.data.buyscreen = new me.Sprite(game.data.pausePos.x, game.data.pausePos.y, me.loader.getImage('gold-screen'));
          game.data.buyscreen.updateWhenPaused = true;
          game.data.buyscreen.setOpacity(0.8);
          me.game.world.addChild(game.data.buyscreen, 34);
          game.data.player.body.setVelocity(0, 0);
          me.state.pause(me.state.PLAY);
          me.input.bindKey(me.input.KEY.F1, "F1", true);
          me.input.bindKey(me.input.KEY.F2, "F2", true);
          me.input.bindKey(me.input.KEY.F3, "F3", true);
          me.input.bindKey(me.input.KEY.F4, "F4", true);
          me.input.bindKey(me.input.KEY.F5, "F5", true);
          me.input.bindKey(me.input.KEY.F6, "F6", true);
          this.setBuyText();
      },
      
      setBuyText: function(){
          game.data.buytext = new (me.Renderable.extend({
                      init: function(){
                          this._super(me.Renderable, 'init', [game.data.pausePos.x, game.data.pausePos.y, 300, 50]);
                          this.font = new me.Font("Arial", 26, "gold");
                          this.updateWhenPaused = true;
                          this.alwaysUpdate = true;
                      },
                      
                      draw: function(renderer){
                          this.font.draw(renderer.getContext(),"PRESS F1-F6 TO BUY, B TO LEAVE, Current Gold: " + game.data.gold, this.pos.x, this.pos.y);
                          this.font.draw(renderer.getContext(), "Skill 1: Increase Damage, Current Level: " + game.data.skill1 + " Cost: " + ((game.data.exp1+1)*10),this.pos.x, this.pos.y + 40);
                          this.font.draw(renderer.getContext(), "Skill 2: Run Faster! Current Level: " + game.data.skill2 + " Cost: " + ((game.data.exp2+1)*10),  this.pos.x, this.pos.y + 80);
                          this.font.draw(renderer.getContext(), "Skill 3: Increase Health, Current Level " + game.data.skill3 + " Cost: " + ((game.data.exp3+1)*10), this.pos.x, this.pos.y + 120);
                          this.font.draw(renderer.getContext(), "Q Ability: Speed Burst, Current Level: " + game.data.ability1 + " Cost: " + ((game.data.exp4+1)*10), this.pos.x, this.pos.y + 160);
                          this.font.draw(renderer.getContext(), "W Ability: Eat Your Creep For Health: " + game.data.ability2 + " Cost: " + ((game.data.exp5+1)*10), this.pos.x, this.pos.y + 200);
                          this.font.draw(renderer.getContext(), "E Ability: Throw Your Spear:  " + game.data.ability3 + " Cost: " + ((game.data.exp6+1)*10), this.pos.x, this.pos.y + 240);
                      }
                      
                  }));
                  me.game.world.addChild(game.data.buytext, 35);
      },
      
      stopBuying: function(){
          this.buying = false;
          me.state.resume(me.state.PLAY);
          game.data.player.body.setVelocity(game.data.playerMoveSpeed, 20);
          me.game.world.removeChild(game.data.buyscreen);
          me.state.pause(me.state.PLAY);
          me.input.unbindKey(me.input.KEY.F1, "F1", true);
          me.input.unbindKey(me.input.KEY.F2, "F2", true);
          me.input.unbindKey(me.input.KEY.F3, "F3", true);
          me.input.unbindKey(me.input.KEY.F4, "F4", true);
          me.input.unbindKey(me.input.KEY.F5, "F5", true);
          me.input.unbindKey(me.input.KEY.F6, "F6", true);
          me.game.world.removeChild(game.data.buytext);
      },
      
      checkBuyKeys: function() {
          if(me.input.isKeyPressed("F1")){
              if(this.checkCost(1)){
                  this.makePurchase(1);
              }
          }else if(me.input.isKeyPressed("F2")){
              if(this.checkCost(2)){
                  this.makePurchase(2);
              }
          }else if(me.input.isKeyPressed("F3")){
              if(this.checkCost(3)){
                  this.makePurchase(3);
              }
          }else if(me.input.isKeyPressed("F4")){
              if(this.checkCost(4)){
                  this.makePurchase(4);
              }
          }else if(me.input.isKeyPressed("F5")){
              if(this.checkCost(5)){
                  this.makePurchase(5);
              }
          }else if(me.input.isKeyPressed("F6")){
              if(this.checkCost(6)){
                  this.makePurchase(6);
              }
          }
      },
      
      checkCost: function(skill){
          if(skill===1 && (game.data.gold >= ((game.data.skill1+1)*10))){
              return true;
          }else if(skill===2 && (game.data.gold >= ((game.data.skill2+1)*10))){
              return true;
          }else if(skill===3 && (game.data.gold >= ((game.data.skill3+1)*10))){
              return true;
          }else if(skill===4 && (game.data.gold >= ((game.data.ability1+1)*10))){
              return true;
          }else if(skill===5 && (game.data.gold >= ((game.data.ability2+1)*10))){
              return true;
          }else if(skill===6 && (game.data.gold >= ((game.data.ability3+1)*10))){
              return true;
          }else{
              return false;
          }
      },
      
      makePurchase: function(skill){
          if(skill === 1){
              game.data.gold -= ((game.data.skill1 +1)* 10);
              game.data.skill1 += 1;
              game.data.player.attack += 1;
          }else if(skill === 2){
              game.data.gold -= ((game.data.skill2 +1)* 10);
              game.data.skill2 += 1;
          }else if(skill === 3){
              game.data.gold -= ((game.data.skill3 +1)* 10);
              game.data.skill3 += 1;
          }else if(skill === 4){
              game.data.gold -= ((game.data.ability1 +1)* 10);
              game.data.ability1 += 1;
          }else if(skill === 5){
              game.data.gold -= ((game.data.ability2 +1)* 10);
              game.data.ability2 += 1;
          }else if(skill === 6){
              game.data.gold -= ((game.data.ability3 +1)* 10);
              game.data.ability3 += 1;
          }
      }
              
      });
  
  
  