     @wallRight.body.setSize(20, 960)
     @wallRight.body.immovable = true
 
-    @ball = new Phaser.Sprite(game, 480, 420, null)
+    @ball = new Phaser.Sprite(game, 320, 880, null)
     game.add.existing(@ball)
     game.physics.enable(@ball, Phaser.Physics.ARCADE)
     @ball.body.setSize(10, 10)
-    @ball.body.velocity.x = 200
-    @ball.body.velocity.y = 200
+    @ball.body.velocity.x = -200
+    @ball.body.velocity.y = -200
 
     @boxes = new Phaser.Group(game, undefined, 'boxes')
     for i in [0..7] by 1

@wallRight = null
@ball = null
@boxes = null

GameplayState =
  preload: () ->


  collideBlock: (ball, block) ->
    block.kill()
    score += 100

    if ball.body.touching.up or ball.body.touching.down
      ball.body.velocity.y *= -2
