         box = @boxes.add(new Phaser.Sprite(game, 80 + (i * 60), 50 + (j * 60), null))
         game.physics.enable(box, Phaser.Physics.ARCADE)
         box.body.setSize(30, 30)
-
+    game.add.existing(@boxes)
 
   update: () ->
     @square.body.position.x = Math.max(Math.min(game.input.activePointer.x, 540), 20)

    game.debug.body(@wallRight)
    game.debug.body(@ball)

    @boxes.forEach((box) -> game.debug.body(box))

  collideX: (ball, object) ->
    ball.body.velocity.x *= -1

  collideY: (ball, object) ->
    ball.body.velocity.y *= -1

    @wallRight.body.setSize(20, 960)
    @wallRight.body.immovable = true

    @ball = new Phaser.Sprite(game, 480, 420, null)
    game.add.existing(@ball)
    game.physics.enable(@ball, Phaser.Physics.ARCADE)
    @ball.body.setSize(10, 10)
