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package local.CatchThisBall; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.RectF; import java.util.Random; public class Balls { Random r = new Random(); public static int score = 0; int nx = r.nextInt(600); //just using this for now for screen width/height int ny = r.nextInt(900); int radius = r.nextInt(40); int speedX = r.nextInt(100); int speedY = r.nextInt(100); float x = radius + nx;// these are the start // positions on the screen float y = radius + ny; private final RectF bounds; private final Paint paint; public Balls(int color) { //the ball's characteristics bounds = new RectF(); paint = new Paint(); paint.setColor(color); paint.setAntiAlias(true); paint.setStyle(Paint.Style.FILL); } public void draw(Canvas c) { bounds.set(x - radius, y - radius, x + radius, y + radius); c.drawOval(bounds, paint); } public void moveAndCollide(Box box) { //want to add ball to ball collision // get our new position x += speedX; y += speedY; // check for collision if (x + radius > box.xMax) { speedX = -speedX;// if hits the right wall reverse x x = box.xMax - radius; } else if (x - radius < box.xMin) { speedX = -speedX;// if hits the left wall reverse x x = box.xMin + radius; } if (y + radius > box.yMax) { speedY = -speedY;// if hits the bottom reverse y = box.yMax - radius; } else if (y - radius < box.yMin) { speedY = -speedY;// if hits the top reverse y = box.yMin + radius; } } }