<commit_before>game.TitleScreen = me.ScreenObject.extend({
	/**	
	 *  action to perform on state change
	 */
	onResetEvent: function() {	
		me.game.world.addChild(new me.Sprite(0, 0, me.loader.getImage('title-screen')), -10); // TODO
	
		me.game.world.addChild(new (me.Renderable.extend({
			init: function(){
				this._super(me.Renderable, 'init', [270, 240, 300, 50]);
				this.font = new me.Font('Arial', 46, 'white');
				//ponterdown is working with the mouse to track
				me.input.registerPointerEvent('pointerdown', this, this.newGame.bind(this), true);
			},

			draw: function(renderer){
				this.font.draw(renderer.getContext(), 'Awesomenauts', 400, 130);
				this.font.draw(renderer.getContext(), 'START A NEW GAME', this.pos.x, this.pos.y);
			},

			update:function(dt){
				return true;
			},

			newGame: function(){
				me.input.releasePointerEvent('pointerdown');
				me.save.remove('exp');
				me.save.remove('exp1');
				me.save.remove('exp2');
				me.save.remove('exp3');
				me.save.remove('exp4');
				me.state.change(me.state.PLAY);
			}
		})));


	},
	
	
	/**	
	 *  action to perform when leaving this screen (state change)
	 */
	onDestroyEvent: function() {
		
	}
});<commit_msg>finished vid 40<commit_after>game.TitleScreen = me.ScreenObject.extend({
	/**	
	 *  action to perform on state change
	 */
	onResetEvent: function() {	
		me.game.world.addChild(new me.Sprite(0, 0, me.loader.getImage('title-screen')), -10); // TODO
	
		me.game.world.addChild(new (me.Renderable.extend({
			init: function(){
				this._super(me.Renderable, 'init', [270, 240, 300, 50]);
				this.font = new me.Font('Arial', 46, 'white');
				//ponterdown is working with the mouse to track
				me.input.registerPointerEvent('pointerdown', this, this.newGame.bind(this), true);
			},

			draw: function(renderer){
				this.font.draw(renderer.getContext(), 'Awesomenauts', 400, 130);
				this.font.draw(renderer.getContext(), 'START A NEW GAME', this.pos.x, this.pos.y);
			},

			update:function(dt){
				return true;
			},

			newGame: function(){
				me.input.releasePointerEvent('pointerdown');
				me.save.remove('exp');
				me.save.remove('exp1');
				me.save.remove('exp2');
				me.save.remove('exp3');
				me.save.remove('exp4');
				me.state.change(me.state.PLAY);
			}
		})));



		me.game.world.addChild(new (me.Renderable.extend({
			init: function(){
				this._super(me.Renderable, 'init', [380, 340, 350, 50]);
				this.font = new me.Font('Arial', 46, 'white');
				//ponterdown is working with the mouse to track
				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(){
				me.input.releasePointerEvent('pointerdown');
				me.state.change(me.state.PLAY);
			}
		})));

	},
	
	
	/**	
	 *  action to perform when leaving this screen (state change)
	 */
	onDestroyEvent: function() {
		
	}
});
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