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              // here we are defining some global variables that we need access to in our whole program
let c; // the canvas element on the page
let ctx; // the canvas context that we draw on
const fps = 60;
let ball = {
  color: '#FFF',
  x: 20,
  y: 20,
  radius: 10,
  speedX: 10,
  speedY: 4

// if you want to draw lots of circles you'll use this function
let drawCircle = (circle) => {
  ctx.fillStyle = circle.color; // set the color
  ctx.beginPath(); // telling canvas we're about to define a path.
  ctx.arc(circle.x, circle.y, circle.radius, 0, Math.PI*2, true); // x&y coordinates, the size, ..?, pi*2 for radius, true? defines we are drawing a cirlce. You can draw all sorts of curves with .arc
  ctx.fill(); // fill defines it's colored in, instead of just an outline or something like that.

// if you want to draw lots of rectangles you'll use this function
let drawRect = (rectangle) => {
  ctx.fillStyle = rectangle.color; // set the color
  ctx.fillRect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
}; // pass in x,y, width & height to fill in a rectangle with color

// this is boilerplate code that everyone uses to makes sure we're rending our code when the browser is ready which is supposed to help it run smoothly and efficiently
window.requestAnimFrame = (function(){
  return  window.requestAnimationFrame       ||
          window.webkitRequestAnimationFrame ||
          window.mozRequestAnimationFrame    ||
          function( callback ){
            window.setTimeout(callback, 1000 / fps);

// window.onload means once the browser is done loading and ready to start doing things, it's very common on every web project that runs javascript at all
window.onload = ()  => {
  c = document.getElementById('canvas');
  c.width = window.innerWidth;
  c.height = window.innerHeight;
  ctx = c.getContext('2d');
  animationLoop(); // run our animationLoop function

let animationLoop = () => {
  requestAnimFrame(animationLoop); // we run that boilerplate code which tells this to run 60 times a second
  render(); // run our function that defines all the drawing that's done every frame.

let render = () => {
  // all of your render code goes here
  let background = {
    color: '#000',
    x: 0,
    y: 0,
    width: c.width,
    height: c.height    
  if (ball.x > c.width) {
    ball.speedX = - ball.speedX;
  ball.x = ball.x + ball.speedX;
  ball.y = ball.y + ball.speedY;
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