Bouncing off all edges of a screen

int xPos = 400;
int yPos = 200;
 
int xVelocity = -3;
int yVelocity = -3;
 
void setup() {
    size(500, 500);
}
 
void draw() {
	// caleb b
	// bouncing off all edges of a screen
    background(190, 190, 0);
    rect(xPos, yPos, 20, 20);
 
    xPos += xVelocity;
    yPos += yVelocity;
 
   // Check if the square has reached (or gone past) the left edge
   // This translates to checking that the square's x-position is
   // equal to (or less than) 0
    if (xPos <= 0) {
        // Switch the sign of the velocity to change directions
        xVelocity = -xVelocity;
    }
    // Check if the square has reached (or gone past) the right edge
    // i.e. check if it's xPosition is >= the screen width (which is 500)
    if (xPos >= 480) {
        // Switch the sign of the velocity to change directions
        xVelocity = -xVelocity;
    }
    // Do the same but for Y velocity
    if (yPos <= 0) {
      yVelocity = -yVelocity;
    }
    if (yPos >= 480) {
      yVelocity = -yVelocity;
    }
}

Bouncing Ball

int xPos = 400;
int yPos = 200;
 
int xVelocity = -3;
int yVelocity = -3;
 
void setup() {
    size(500, 500);
    frameRate(60);
}
 
void draw() {
    // caleb b
    // bouncing ball
    background(190, 190, 0);
    ellipse(xPos, yPos, 20, 20);
 
    xPos += xVelocity;
    yPos += yVelocity;
 
   // Check if the square has reached (or gone past) the left edge
   // This translates to checking that the square's x-position is
   // equal to (or less than) 0
    if (xPos <= 10) {
        // Switch the sign of the velocity to change directions
        xVelocity = -xVelocity;
    }
    // Check if the square has reached (or gone past) the right edge
    // i.e. check if it's xPosition is >= the screen width (which is 500)
    if (xPos >= 490) {
        // Switch the sign of the velocity to change directions
        xVelocity = -xVelocity;
    }
    // Do the same for Y velocity
    if (yPos <= 10) {
      yVelocity = -yVelocity;
    }
    if (yPos >= 490) {
      yVelocity = -yVelocity;
    }
}