public void createLetters(int numberOfLetters, boolean randomOrder) {
		Array<Letter> letters = this.languageController.giveACombination(numberOfLetters);
		letters.shuffle();
		float circleSpeed = 10;// previous 50
		for (int i = 0; i < numberOfLetters; i++) {
			// First we create a body definition
			BodyDef bodyDef = new BodyDef();
			// We set our body to dynamic, for something like ground which
			// doesnt
			// move we would set it to StaticBody
			bodyDef.type = BodyType.DynamicBody;
			float x = 300;
			float y = 300;
			if (randomOrder) {
				x = Math.round(Math.random() * 500 + 100);
				y = Math.round(Math.random() * 300 + 100);
			}
			// Set our body's starting position in the world
			// float x = Math.round(Math.random() * Gdx.graphics.getWidth()
			// +20);
			// ;
			// float y = Math.round(Math.random() * Gdx.graphics.getHeight()
			// +20-100);
			// float x = Math.round(Math.random() * 600 +100);
			//
			// float y = Math.round(Math.random() * 400 + 100);

			if (this.heroController != null && this.heroController.getHero() != null) {
				while (this.heroController.getHero().getBoundingRectangle().contains(x, y)) { // to
																								// avoid
																								// that
																								// a
																								// letter
																								// collides
																								// with
																								// the
																								// hero
																								// in
																								// the
																								// starting
																								// position
					x = Math.round(Math.random() * 500 + 100);
					y = Math.round(Math.random() * 300 + 100);
				}
			}
			bodyDef.position.set(x / WORLD_SCALE, y / WORLD_SCALE);
			float randomAngle = (float) (2f * Math.random() * Math.PI);
			bodyDef.angle = randomAngle;
			// bodyDef.linearVelocity.set(0, -100000000000f);
			bodyDef.gravityScale = 200000;
			// Create our body in the world using our body definition
			Body body = this.round.getBox2DWorld().createBody(bodyDef);
			float vx = (float) (circleSpeed * Math.cos(randomAngle));
			float vy = (float) (circleSpeed * Math.sin(randomAngle));
			body.setLinearVelocity(vx, vy);
			body.setAngularVelocity(0.2f);// previous 0.5
			Letter letter = letters.get(i);
			body.setUserData(letter);
			// Create a circle shape and set its radius to 6
			CircleShape circle = new CircleShape();
			circle.setRadius(10f / WORLD_SCALE);
			// Create a fixture definition to apply our shape to
			FixtureDef fixtureDef = new FixtureDef();
			fixtureDef.shape = circle;
			fixtureDef.density = 1f;
			fixtureDef.friction = 0f;
			fixtureDef.restitution = 1f; // Make it bounce a little bit
			// Create our fixture and attach it to the body
			Fixture fixture = body.createFixture(fixtureDef);
			// Remember to dispose of any shapes after you're done with them!
			// BodyDef and FixtureDef don't need disposing, but shapes do.
			circle.dispose();

			this.round.addLetter(letter);
		}

	}