ok wow im really sorry guys, first with the exemple i give you and with yours solution its work.
but i dont give you the right exemple i forgot i have changed my wandering behavior.
this is my wandering now(i give you the all code) :
Vehicle wanderer;
boolean debug = true;
void setup() {
  size(640,360);
  wanderer = new Vehicle(width/2,height/2);
}
void draw() {
  background(255);
  wanderer.wander();
  wanderer.run();
}
void mousePressed() {
  debug = !debug;
}
class Vehicle {
  PVector position;
  PVector velocity;
  PVector acceleration;
  float r;
  float wandertheta;
  float maxforce;    // Maximum steering force
  float maxspeed;    // Maximum speed
  Vehicle(float x, float y) {
    acceleration = new PVector(0,0);
    velocity = new PVector(0,0);
    position = new PVector(x,y);
    r = 6;
    wandertheta = 0;
    maxspeed = 2;
    maxforce = 0.05;
  }
  void run() {
    update();
    borders();
    display();
  }
  // Method to update position
  void update() {
    // Update velocity
    velocity.add(acceleration);
    // Limit speed
    velocity.limit(maxspeed);
    position.add(velocity);
    // Reset accelertion to 0 each cycle
    acceleration.mult(0);
  }
  void wander() {
    float wanderR = 25;         // Radius for our "wander circle"
    float wanderD = 80;         // Distance for our "wander circle"
    float change = 0.3;
    wandertheta += random(-change,change);     // Randomly change wander theta
    // Now we have to calculate the new position to steer towards on the wander circle
    PVector circlepos = velocity.get();    // Start with velocity
    circlepos.normalize();            // Normalize to get heading
    circlepos.mult(wanderD);          // Multiply by distance
    circlepos.add(position);               // Make it relative to boid's position
    float h = velocity.heading2D();        // We need to know the heading to offset wandertheta
    PVector circleOffSet = new PVector(wanderR*cos(wandertheta+h),wanderR*sin(wandertheta+h));
    PVector target = PVector.add(circlepos,circleOffSet);
    seek(target);
    // Render wandering circle, etc.
    if (debug) drawWanderStuff(position,circlepos,target,wanderR);
  }
  void applyForce(PVector force) {
    // We could add mass here if we want A = F / M
    acceleration.add(force);
  }
  
  void runaway(){
    PVector desired = null;
    PVector mouse = new PVector(mouseX, mouseY);
    int distance = 150;
    float dist = PVector.dist(mouse, position);
    
    if(dist < distance){
      desired = new PVector(position.x - mouseX, position.y - mouseY);
      
    }
    if(desired != null){
      desired.normalize();
      desired.mult(maxspeed);
      PVector steer = PVector.sub(desired, velocity);
      steer.limit(maxforce);
      applyForce(steer);
    }
  }
  
  
  // A method that calculates and applies a steering force towards a target
  // STEER = DESIRED MINUS VELOCITY
  void seek(PVector target) {
    PVector desired = PVector.sub(target,position);  // A vector pointing from the position to the target
    // Normalize desired and scale to maximum speed
    desired.normalize();
    desired.mult(maxspeed);
    // Steering = Desired minus Velocity
    PVector steer = PVector.sub(desired,velocity);
    steer.limit(maxforce);  // Limit to maximum steering force
    applyForce(steer);
  }
  void display() {
    // Draw a triangle rotated in the direction of velocity
    float theta = velocity.heading2D() + radians(90);
    fill(127);
    stroke(0);
    pushMatrix();
    translate(position.x,position.y);
    rotate(theta);
    beginShape(TRIANGLES);
    vertex(0, -r*2);
    vertex(-r, r*2);
    vertex(r, r*2);
    endShape();
    popMatrix();
  }
  // Wraparound
  void borders() {
    if (position.x < -r) position.x = width+r;
    if (position.y < -r) position.y = height+r;
    if (position.x > width+r) position.x = -r;
    if (position.y > height+r) position.y = -r;
  }
}
// A method just to draw the circle associated with wandering
void drawWanderStuff(PVector position, PVector circle, PVector target, float rad) {
  stroke(0);
  noFill();
  ellipseMode(CENTER);
  ellipse(circle.x,circle.y,rad*2,rad*2);
  ellipse(target.x,target.y,4,4);
  line(position.x,position.y,circle.x,circle.y);
  line(circle.x,circle.y,target.x,target.y);
}
of course my runaway behavior dont work with that.
im really sorry i feel like i have wasted your time.
i gonna search alone, if i cant find a solution i will come for help.
thanks for your help guys :).