How to add Sprites in here?

var ChipmunkCollisionTest = cc.Layer.extend( {

ctor : function () {

	this._super();

	// cc.base(this);



	this._title = 'Chipmunk Collision test';

	this._subtitle = 'Using Object Oriented API. ** Use this API **';

},



// init physics

initPhysics : function() {

	var staticBody = this.space.staticBody;


	// Walls

	var walls = [ new cp.SegmentShape( staticBody, cp.v(0,0), cp.v(winSize.width,0), 0 ),               // bottom

	              new cp.SegmentShape( staticBody, cp.v(0,winSize.height), cp.v(winSize.width,winSize.height), 0),    // top

	              new cp.SegmentShape( staticBody, cp.v(0,0), cp.v(0,winSize.height), 0),             // left

	              new cp.SegmentShape( staticBody, cp.v(winSize.width,0), cp.v(winSize.width,winSize.height), 0)  // right

	];

	for( var i=0; i < walls.length; i++ ) {

		var wall = walls[i];

		wall.setElasticity(1);

		wall.setFriction(1);

		this.space.addStaticShape( wall );

	}



	// Gravity:

		// testing properties

	this.space.gravity = cp.v(0,-100);

	this.space.iterations = 15;

},



createPhysicsSprite : function( pos, file, collision_type ) {

	var body = new cp.Body(1, cp.momentForBox(1, 48, 108) );

	body.setPos(pos);

	this.space.addBody(body);

	var shape = new cp.BoxShape( body, 48, 108);

	shape.setElasticity( 0.5 );

	shape.setFriction( 0.5 );

	shape.setCollisionType( collision_type );

	this.space.addShape( shape );


	var sprite = new cc.PhysicsSprite(file);

	sprite.setBody( body );

	return sprite;

}

});

var collisionscene = cc.Scene.extend({
onEnter : function () {

	ChipmunkBaseLayer.prototype.onEnter.call(this);

	// cc.base(this, 'onEnter');


	this.initPhysics();

	this.scheduleUpdate();



	var sprite1 = this.createPhysicsSprite( cc.p(winSize.width/2, winSize.height-20), "res/CloseSelected.png", 1);

	var sprite2 = this.createPhysicsSprite( cc.p(winSize.width/2, 50), "res/CloseNormal.png", 2);




	this.addChild( sprite1 );

	this.addChild( sprite2 );



	this.space.addCollisionHandler( 1, 2,

			this.collisionBegin.bind(this),

			this.collisionPre.bind(this),

			this.collisionPost.bind(this),

			this.collisionSeparate.bind(this)

	);

},



onExit : function() {

	this.space.removeCollisionHandler( 1, 2 );

	ChipmunkBaseLayer.prototype.onExit.call(this);

},



update : function( delta ) {

	this.space.step( delta );

},



collisionBegin : function ( arbiter, space ) {



	if( ! this.messageDisplayed ) {

		var label = new cc.LabelBMFont("Collision Detected", s_bitmapFontTest5_fnt);

		this.addChild( label );

		label.x = winSize.width/2;

		label.y = winSize.height/2 ;

		this.messageDisplayed = true;

	}

	cc.log('collision begin');

	var shapes = arbiter.getShapes();

	var collTypeA = shapes[0].collision_type;

	var collTypeB = shapes[1].collision_type;

	cc.log( 'Collision Type A:' + collTypeA );

	cc.log( 'Collision Type B:' + collTypeB );

	return true;

},



collisionPre : function ( arbiter, space ) {

	cc.log('collision pre');

	return true;

},



collisionPost : function ( arbiter, space ) {

	cc.log('collision post');

},


collisionSeparate : function ( arbiter, space ) {

	cc.log('collision separate');

},



title : function(){

	return 'Chipmunk Collision test';

}

});