   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


    if @ball.body.position.y > 1100
      lives--
      @ball.body.position.y = 880
      @ball.body.position.x = 320
      # @ball.body.velocity.y *= -1

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

    @square = new Phaser.Sprite(game, 100, 864, null)
    game.add.existing(@square)
    game.physics.enable(@square, Phaser.Physics.ARCADE)
    @square.body.setSize(128, 32)
    @square.body.immovable = true

    @wallTop = new Phaser.Sprite(game, 32, 0, null)
