title: How to make sprites move randomly in the scene :- andengine
body: <p>I am making a game where i require about 50 small bugs to be entering the scene from all directions. I want them to move around randomly on the screen but it doesn't seem possible. It seems that if i use a MoveModifier, i have to provide an ending position for each sprite. Is there any way i can do this without using move modifier. I am not familiar with box 2d extension but i have seen that many people have used it for moving sprites by attaching them to a physics body. Will i be needing this extension i am not clear on that. Also i need sprites to detect collision detection between themselves and other animated sprites. How can i do this i am not so clear. Please help. Following is my code .. does it seem right</p>
  
  <pre><code>    private Runnable mStartMosq = new Runnable() {
      public void run() {
          getWindowManager().getDefaultDisplay().getMetrics(dm);
          Log.d("Level1Activity", "width " + dm.widthPixels + " height " + dm.heightPixels);
  
          int i = nMosq++;
  
          Scene scene = Level1Activity.this.mEngine.getScene();
          float startX = gen.nextFloat() * CAMERA_WIDTH;
          float startY = gen.nextFloat() * (CAMERA_HEIGHT);   // - 50.0f);
          sprMosq[i] = new Sprite(startX, startY,
                  mMosquitoTextureRegion,getVertexBufferObjectManager());
          body[i] = PhysicsFactory.createBoxBody(mPhysicsWorld, sprMosq[i], BodyType.DynamicBody, FIXTURE_DEF);
  
          sprMosq[i].registerEntityModifier(new SequenceEntityModifier(
                  new AlphaModifier(5.0f, 0.0f, 1.0f), 
                  new MoveModifier(60.0f, sprMosq[i].getX(), dm.widthPixels/2 , sprMosq[i].getY(), dm.heightPixels/2 , EaseBounceInOut.getInstance())));
  
          scene.getLastChild().attachChild(sprMosq[i]);
          mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(sprMosq[i], body[i], true, true));
          if (nMosq &lt; 50) {
              mHandler.postDelayed(mStartMosq, 5000);
          }
      }
  };
  </code></pre>