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              <div id="output"></div>
<div class="button" id="fruit">Fruit Please</div>
<canvas width="400" height="300" id="drawer"></canvas>
<div class="button" id="newball">Add Ball</div>
              .button {
    width: 200px;
    height: 40px;
    background: #111111;
    color: #ffffff;
    padding-top: 20px;
    text-align: center;
    font-family: Tahoma, sans-serif;
    margin-left: auto;
    margin-right: auto;

.button:hover {
    background: #aaaaaa;
    cursor: pointer;
              //Intitialise Global Variables
var fruit = [], canvas, circles = [];

//Store canvas as variable for easy access
canvas = document.getElementById("drawer");

//Populate our fruit array
fruit[0] = "Mandarin";
fruit[1] = "Pineapple";
fruit[2] = "Orange";
fruit[3] = "Apple";

//Function that outputs a random fruit from our array
//Note the floor function: rounds the number down to the nearest whole number
function getFruit() {
    document.getElementById("output").innerHTML = fruit[Math.floor(Math.random() * fruit.length)];

//Function that redraws the circles on the canvas and then waits 10ms before calling the function again
function redraw() {
    //Get the canvas context
    var ctx = canvas.getContext("2d"), circle, ind;
    //Clear the canvas of any previous drawing
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    //Loop through all of our circles
    for (ind in circles) {
        //Store circle into temporary variable
        circle = circles[ind];
        //Add the speed values of the circle to its position
        circle.x += circle.hSpeed;
        circle.y += circle.vSpeed;
        //If the circle has gone over the bounds of the canvas, bounce!
        if ((circle.x < 0) || (circle.x > canvas.width)) {
            circle.hSpeed = -circle.hSpeed;
        if ((circle.y < 0) || (circle.y > canvas.height)) {
            circle.vSpeed = -circle.vSpeed;
        //Start drawing
        //Draw an arc. Arguments are x (pixels), y (pixels), radius (pixels), startPoint (radians), endPoint (radians)
        ctx.arc(circle.x, circle.y, 5, 0, Math.PI * 2);
        //Fill our arc/circle!
    //Wait 10ms before calling the redraw function again
    setTimeout(redraw, 10);

//Only call redraw once as it will handle the rest

//Adds a ball to our array and randomly sets some parts of it
function addBall() {
    //Create the object
    var circle = {};
    //Set its coordinates as random numbers from 0 - canvas bounds
    //x = 0; y = 0; is the top left corner of the screen
    //As x gets higher, the position goes to the right. As y gets higher, the position goes down
    circle.x = Math.random() * canvas.width;
    circle.y = Math.random() * canvas.height;
    //Sets random speed values which we will access later, between -1 and 1
    circle.hSpeed = Math.random() * 2 - 1;
    circle.vSpeed = Math.random() * 2 - 1;
    //Adds the circle object to our circle array for drawing under the function

//Binds our functions to their respective buttons
document.getElementById("fruit").onclick = getFruit;
document.getElementById("newball").onclick = addBall;
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