     game.physics.arcade.overlap(@ball, @wallTop, @collideY)
     game.physics.arcade.overlap(@ball, @wallLeft, @collideX)
     game.physics.arcade.overlap(@ball, @wallRight, @collideX)
-    game.physics.arcade.collide(@ball, @boxes, @collideBlock)
+    game.physics.arcade.collide(@ball, @boxes, @collideBlock, null, @)
 
     # If the ball falls below the level, lose a life!
     # If the player runs out of lives, take her back
     # to the title screen.
     if @ball.body.position.y > 1100
       lives--
+      @livesText.text = "LIVES: " + lives
       @ball.body.position.y = 780
       @ball.body.position.x = 320
       @ball.body.velocity.y = -400

    # game.debug.body(@wallLeft)
    # game.debug.body(@wallRight)
    # game.debug.body(@ball)
    game.debug.text(score, 80, 100)
    game.debug.text(lives, 520, 100)

    # @boxes.forEachAlive((box) -> game.debug.body(box, box.color))



    game.add.sprite(0, 0, 'background')
    game.add.sprite(0, 912, 'water')

    @scoreText = new Phaser.Text(game, 16, 16, "SCORE: " + score, {font: "24px Karla", fill: 'grey'})
    game.add.existing(@scoreText)
    @livesText = new Phaser.Text(game, GameResolution.width - 100, 16, "LIVES: " + lives, {font: "24px Karla", fill: 'grey'})
    game.add.existing(@livesText)

    @square = new Phaser.Sprite(game, 100, 864, 'paddle')
    game.add.existing(@square)
