onResetEvent() {
    me.sys.pauseOnBlur = false;
    me.levelDirector.loadLevel("dev_01");
    me.game.world.addChild(new me.ColorLayer("background", "#000", 0), 0);
    me.input.bindKey(me.input.KEY.LEFT,  "left");
    me.input.bindKey(me.input.KEY.RIGHT, "right");
    me.input.bindKey(me.input.KEY.UP,    "up");
    me.input.bindKey(me.input.KEY.DOWN,  "down");
  }
/**
  *  action to perform on state change
  */
action to perform on state change
action to perform on state change
onResetEvent() {
    me.sys.pauseOnBlur = false;
    me.levelDirector.loadLevel("dev_01");
    me.game.world.addChild(new me.ColorLayer("background", "#000", 0), 0);
    me.input.bindKey(me.input.KEY.LEFT,  "left");
    me.input.bindKey(me.input.KEY.RIGHT, "right");
    me.input.bindKey(me.input.KEY.UP,    "up");
    me.input.bindKey(me.input.KEY.DOWN,  "down");
  }
onResetEvent ( ) { me . sys . pauseOnBlur = false ; me . levelDirector . loadLevel ( "dev_01" ) ; me . game . world . addChild ( new me . ColorLayer ( "background" , "#000" , 0 ) , 0 ) ; me . input . bindKey ( me . input . KEY . LEFT , "left" ) ; me . input . bindKey ( me . input . KEY . RIGHT , "right" ) ; me . input . bindKey ( me . input . KEY . UP , "up" ) ; me . input . bindKey ( me . input . KEY . DOWN , "down" ) ; }
action to perform on state change
action to perform on state change