   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

          box = @boxes.add(new Phaser.Sprite(game, 64 + (i * 32), 96 + (j * 32), null))
          game.physics.enable(box, Phaser.Physics.ARCADE)
          box.body.setSize(32, 32)
          box.color = Levels[currentLevel][j][i].color
    game.add.existing(@boxes)



    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
