How can I make multiple objects of the same class to execute the same method at the same time?

My teacher gave me the solution: The trees are the ones, which should have the bounce method. In that way it works. I made a new “game” where i have walls, and it works how it should. Thank you all for your help and your work. :slightly_smiling_face:

Girl Mel;
Wall wall1;
Wall wall2;
void setup()
{
  size(1200,700,P3D);
  Mel=new Girl(0,695,0,0,0);
  wall1=new Wall(300,350,500,1000,700,20);
  wall2=new Wall(-200,350,-500,20,700,1000);
}
void draw()
{
  background(#17BFFA);
  pushMatrix();
  translate(0,700,0);
  fill(#1CB714);
  box(5000,10,5000);
  popMatrix();
  Mel.drawGirl();
  Mel.moveGirl();
  Mel.cam();
  Mel.Gravity();
  wall1.drawWall();
  wall1.bouncer();
  wall2.drawWall();
  wall2.bouncer();
}
void keyPressed()
{
  Mel.pressedkeysGirl();
}
void keyReleased()
{
  Mel.releasedkeysGirl();
}
void mouseMoved()
{
  Mel.mouseturn();
}
void mousePressed()
{
}
void mouseReleased()
{
}
float a1=0;
float b1=0;
float c1=0;
float xPos=0;
float yPos=455;
float zPos=0;
float cammeter=0;
float jumpmod=5;
float mouseturnX=0;
float mouseturnY=0;
color colour=#22EA11;
class Girl
{
  float camdist;
  float floor;
  float xCam;
  float yCam;
  float zCam;
  
  Girl(float cd,float f,float xc,float yc,float zc)
  {
    camdist=cd;
    floor=f;
    xCam=xc;
    yCam=yc;
    zCam=zc;
  }
  void drawGirl()
  {
    pushMatrix();
    translate(xPos,yPos,zPos);
    //if(a1!=0||c1!=0)
    //{rotateY(mouseturnX);}//if other figur shall back bounce, then use variables as summands and if the touch the object the variable is -variable
    fill(#F5C372);//Face
    beginShape();
    vertex(10,0,5);
    vertex(0,20,0);
    vertex(0,-10,0);
    endShape();
    beginShape();
    vertex(-10,0,5);
    vertex(0,20,0);
    vertex(0,-10,0);
    endShape();
    fill(colour);//Eyes
    beginShape();
    vertex(5,0,0);
    vertex(7.5,2.5,2.5);
    vertex(7.5,-2.5,2.5);
    endShape();
    beginShape();
    vertex(-5,0,0);
    vertex(-7.5,2.5,2.5);
    vertex(-7.5,-2.5,2.5);
    endShape();
    popMatrix();
  }
  void pressedkeysGirl()
  {
    if(key=='w')
    {c1=-5;}
    if(key=='s')
    {c1=5;}
    if(key=='a')
    {a1=5;}
    if(key=='d')
    {a1=-5;}
    if(key=='x')
    {b1=5;}
    if(key=='c')
    {cammeter=5;}
    
  }
  void releasedkeysGirl()
  {
    if(key=='w')
    {c1=0;}
    if(key=='s')
    {c1=0;}
    if(key=='a')
    {a1=0;}
    if(key=='d')
    {a1=0;}
    if(key=='x')
    {b1=0;}
    if(key=='c')
    {cammeter=0;}
  }
  void mouseturn()
  {
    if(mouseX<500)
    {mouseturnX=(-(-mouseX+500))*0.01;}
    if(mouseX>500)
    {mouseturnX=(mouseX-500)*0.01;}
    if(mouseY<350)
    {mouseturnY=-(-mouseY+350)*0.5;}
    if(mouseY>350)
    {mouseturnY=(mouseY-350)*0.5;}
  }
  void moveGirl()
  { 
    if(c1<0||c1>0)
    {
    xPos=(sin(mouseturnX)*c1)+xPos;
    zPos=(cos(mouseturnX)*c1)+zPos;
    }
    if(a1<0||a1>0)
    {
    xPos=(cos(mouseturnX)*a1)+xPos;
    zPos=(sin(mouseturnX)*a1)+zPos;
    }
    if(b1!=0)
    {
      yPos=yPos+jumpmod;
      if(yPos<floor-500||yPos>floor-225)
      {jumpmod=-jumpmod;}
    }
  }
  void cam()
  {
    xCam=(sin(mouseturnX)*camdist)+xPos;
    zCam=(cos(mouseturnX)*camdist)+zPos;
    if(cammeter>0)
    {
    camdist=10;
    yCam=yPos;
    }
    if(cammeter==0)
    {
    camdist=250;
    yCam=yPos+mouseturnY;
    }
    camera(xCam,yCam,zCam,xPos,yPos,zPos,0,1,0);
  }
  void Gravity()
  {
    if(yPos<floor-250)
    {yPos=yPos+2.5;}
    if(yPos>floor-250)
    {yPos=yPos-2.5;}
  }
}
class Wall
{
  float xWall;
  float yWall;
  float zWall;
  float xWidth;
  float yWidth;
  float zWidth;
  
  Wall(float x,float y,float z,float xw,float yw,float zw)
  {
    xWall=x;
    yWall=y;
    zWall=z;
    xWidth=xw;
    yWidth=yw;
    zWidth=zw;
  }
  void drawWall()
  {
    pushMatrix();
    fill(#FFFFFF);
    translate(xWall,yWall,zWall);
    box(xWidth,yWidth,zWidth);
    popMatrix();
  }
  void bouncer()
  {
    if((xPos>xWall-xWidth*0.5&xPos<xWall+xWidth*0.5)&(yPos>yWall-yWidth*0.5&yPos<yWall+yWidth)&(zPos>zWall-zWidth*0.5&zPos<zWall+zWidth*0.5))
    {
      xPos=(sin(mouseturnX)*-c1)+xPos;
      zPos=(cos(mouseturnX)*-c1)+zPos;
      xPos=(cos(mouseturnX)*-a1)+xPos;
      zPos=(sin(mouseturnX)*-a1)+zPos;
    }
  }
}