I was trying to draw a hexagon on a canvas. But I have not found something that could help me. I wasn't able to do it on my one. My problem is that the hexagon line points aren't drawing.
The green dots are the circles I want to draw and the black lines should be the hexagon when I draw it with lines

My Hexagon class
public class Hexagon extends Rotateables {
public float radius;
public Hexagon(Game game, Vector2 position, float radius) {
super(game, position.x, position.y, 0, 0, 0);
this.radius = radius;
}
public void drawHexagon(Canvas canvas) {
for (int angle = 0; angle < 360;angle += 45) {
setAngle(angle);
Vector2 drawPos = getMovement();
Paint paint;
paint = new Paint();
paint.setColor(Color.GREEN);
canvas.drawCircle(drawPos.getX(), drawPos.getY(), radius, paint);
}
}
}
My Rotateables class
public abstract class Rotateables {
protected double x ,y , angle; // angle
protected int w, h; // width and height
// constructor
public Rotateables(double x, double y, double angle, int w, int h) {
this.x = x;
this.y = y;
this.angle = angle;
this.w = w;
this.h = h;
}
// returning all the necessary value of this class
public double getX() {
return x;
}
public double getY() {
return y;
}
public double getAngle() {
return angle;
}
public int getW() {
return w;
}
public int getH() {
return h;
}
// setting the angle
public void setAngle(int aa) {
angle = Math.toRadians(aa);
}
// move toward the angle
// //forward
public void moveForward() {
x += Math.cos(angle);
y += Math.sin(angle);
}
public Vector2 getMovement() {
double x = Math.cos(angle) + this.x;
double y = Math.sin(angle) + this.y;
return new Vector2(x,y);
}
public void moveForward(float speed, boolean drawVertex) {
x += Math.cos(angle)*speed;
y += Math.sin(angle)*speed;
}
//backward
public void moveBackward() {
x -= Math.cos(angle);
y -= Math.sin(angle);
}
public void setAngle(Point p1)
{
double xDiff = x - p1.x;
double yDiff = y - p1.y;
double _angle = Math.toDegrees(Math.atan2(yDiff, xDiff));
setAngle((int)_angle);
}
public static double getAngle(Point p1, Point p2)
{
double xDiff = p2.x - p1.x;
double yDiff = p2.y - p1.y;
return Math.toDegrees(Math.atan2(yDiff, xDiff));
}
}