     game.physics.arcade.overlap(@ball, @wallTop, @collideY)
     game.physics.arcade.overlap(@ball, @wallLeft, @collideX)
     game.physics.arcade.overlap(@ball, @wallRight, @collideX)
+    game.physics.arcade.overlap(@ball, @boxes, @collideBlock)
 
   render: () ->
     game.debug.body(@square)

        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)


  update: () ->
    @square.body.position.x = Math.max(Math.min(game.input.activePointer.x, 540), 20)

    @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)
