Working on the events

“In computer programming, event-driven programming is a programming paradigm in which the flow of the program/system is determined by events such as user actions (mouse clicks, key presses), sensor outputs, or messages from other programs/threads.”

I am to add an event that increases the speed at which a particular fish is swimming. The increase in speed is meant to be caused by the displacement in the water, hence, the events will be placed in the same class that forms the ripple when the screen is being touched.

So simply touch the screen (form a ripple) and the speed of a fish increases.