Well the fastest way would be to have invisible boundary geometry and setup collision detection against that. Unfortunately the builtin collision detection system doesn't work well with moving entities, and I'm guessing your game scrolls.
I suppose you can do if entityx(ship)>boundary instead of hardcoding 10, and then do a little math to change the variable boundary depending on the ship's Y position.
I suppose you can do if entityx(ship)>boundary instead of hardcoding 10, and then do a little math to change the variable boundary depending on the ship's Y position.