     game.physics.arcade.overlap(@ball, @wallRight, @collideX)
     game.physics.arcade.collide(@ball, @boxes, @collideBlock)
 
+    if @ball.body.position.y > 1100
+      lives--
+      @ball.body.position.y = 880
+      @ball.body.position.x = 320
+      @ball.body.velocity.y *= -1
+
+      if lives is 0
+        @ball.body.velocity.y *= 0
+        @ball.body.velocity.x *= 0
+
   render: () ->
     game.debug.body(@square)
     game.debug.body(@wallTop)
     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))
 


  collideBlock: (ball, block) ->
    block.kill()

    if ball.body.touching.up or ball.body.touching.down
      ball.body.velocity.y *= -2

@wallRight = null
@ball = null
@boxes = null

score = 0
lives = 3

GameplayState =
  preload: () ->
