private void onBallInPipe(){
  mSoundPool.play(mSoundBallInMachine,1,1,0,0,1.0f);
  mGameBallsLeft--;
  mNumberCollected++;
  changeIndicator();
  mMatchScore+=50 * Math.max(1f,(mCurrentLevelNum - mCountLevelBallRespawns));
  mViewScore.setText(String.valueOf(mMatchScore));
  if (mGameBallsLeft == 0 && mViewPlayAgainBackground.getVisibility() != View.VISIBLE) {
    mCurrentLevelNum++;
    mLevelNumberText.setLevelNumber(mCurrentLevelNum);
    mLevelNumberText.startAnimation(mAnimationLevelScaleUp);
    mEndLevelCircle.startAnimation(mAnimationScaleLevelDown);
  }
}

private void onBallInPipe ( ) { mSoundPool . play ( mSoundBallInMachine , 1 , 1 , 0 , 0 , 1.0f ) ; mGameBallsLeft -- ; mNumberCollected ++ ; changeIndicator ( ) ; mMatchScore += 50 * Math . max ( 1f , ( mCurrentLevelNum - mCountLevelBallRespawns ) ) ; mViewScore . setText ( String . valueOf ( mMatchScore ) ) ; if ( mGameBallsLeft == 0 && mViewPlayAgainBackground . getVisibility ( ) != View . VISIBLE ) { mCurrentLevelNum ++ ; mLevelNumberText . setLevelNumber ( mCurrentLevelNum ) ; mLevelNumberText . startAnimation ( mAnimationLevelScaleUp ) ; mEndLevelCircle . startAnimation ( mAnimationScaleLevelDown ) ; } }
successfully dropped a ball in the pipe . add the next ball and go to the next level if no balls are left in this level .
