   collideBlock: (ball, block) ->
     block.kill()
     score += 100
-
-    if ball.body.touching.up or ball.body.touching.down
-      ball.body.velocity.y *= -2
-
-    if ball.body.touching.left or ball.body.touching.right
-      ball.body.velocity.x *= -2

    @wallRight.body.setSize(32, 960)
    @wallRight.body.immovable = true

    @ball = new Phaser.Sprite(game, 320, 880, null)
    game.add.existing(@ball)
    game.physics.enable(@ball, Phaser.Physics.ARCADE)
    @ball.body.setSize(16, 16)
    @ball.body.velocity.x = 0
    @ball.body.velocity.y = -400


    if @ball.body.position.y > 1100
      lives--
      @ball.body.position.y = 780
      @ball.body.position.x = 320
      @ball.body.velocity.y = -400
      @ball.body.velocity.x = 0

      if lives <= 0
        @ball.body.velocity.y *= 0
