and bounce, if necessary


     if(ball.y + ball.radius > stage.stageHeight)
     {
      ball.y = stage.stageHeight - ball.radius;
      ball.vy *= bounce;
     }
     else if(ball.y - ball.radius < 0)
     {
      ball.y = ball.radius;
      ball.vy *= bounce;
     }
    }
   }
  }