Looking at the tutorial, it could use a little cleanup.
1) The Sprite class should create the bounds rectangle in it's constructor and the getBounds method should just return that rectangle to avoid unnecessary object creation.
2) Decide on collide or collision for the method name, both are used at the moment.
3) It should be clear that the sprite's position should not change within that method (as the new position might result in missed collisions)
4) Collision only needs to be called on one of the sprites. The way it is written, collision will be called twice on each sprite in the collision.
for the first one, I have to make it every time.... cause otherwise the rectangle would not move whenever the player moved.
second, sry, I must have missed that, I fixed it (I wrote most of that code on the spot...)
third, which method?
fourth, i dont know what to say besides, your wrong, and here is why

you would be right except for this line of code
1
| for (int j = [b]i+1[/b]; j < actors.size(); j++) { |
you will notice that the second for loop starts in the list one AFTER the sprite it has already picked.