Cómo hacer que un círculo se muestre solo una vez para la animación

Tengo una aplicación que muestra múltiples círculos y anima el radio de 0 a 300. El problema que tengo es que muestra múltiples círculos aumentando lentamente el radio con cada círculo. Solo quiero dibujar un círculo que aumente el radio. Aquí está mi código.

public class SplashLaunch extends View{
    Handler cool = new Handler();
    DrawingView v;
    Paint newPaint = new Paint();
    int randomWidthOne = 0;
    int randomHeightOne = 0;
    private float radiusOne = 300;
    final int redColorOne = Color.RED;
    final int greenColorOne = Color.GREEN;
    private static int lastColorOne;
    ObjectAnimator radiusAnimator;
    private final Random theRandom = new Random();
    public SplashLaunch(Context context) {
        super(context);
        // TODO Auto-generated constructor stub
    }

    private final Runnable circleUpdater = new Runnable() {
        @Override 
        public void run() {
            lastColorOne = theRandom.nextInt(2) == 1 ? redColorOne : greenColorOne;
            newPaint.setColor(lastColorOne); 
            startAnimation(100);
            cool.postDelayed(this, 1000);
            invalidate();
        }
    };

    @Override
    protected void onAttachedToWindow(){
        super.onAttachedToWindow();
        cool.post(circleUpdater);
    }
    protected void onDetachedFromWindow(){
        super.onDetachedFromWindow();
        cool.removeCallbacks(circleUpdater);
    }

    @Override
    protected void onDraw(Canvas canvas) {
        // TODO Auto-generated method stub
        super.onDraw(canvas);

        if(theRandom == null){
            randomWidthOne =(int) (theRandom.nextInt((int) Math.abs(getWidth()-radiusOne/2)) + radiusOne/2f);
            randomHeightOne = (theRandom.nextInt((int)Math.abs((getHeight()-radiusOne/2 + radiusOne/2f))));
        }else {
            randomWidthOne =(int) (theRandom.nextInt((int) Math.abs(getWidth()-radiusOne/2)) + radiusOne/2f);
            randomHeightOne = (theRandom.nextInt((int)Math.abs((getHeight()-radiusOne/2 + radiusOne/2f))));
        }

        canvas.drawCircle(randomWidthOne, randomHeightOne, radiusOne, newPaint);
    }




    public void setRadiusOne(float value){
        this.radiusOne = value;
        invalidate();
    }


    public int startAnimation(int animationDuration) {

        if (radiusAnimator == null || !radiusAnimator.isRunning()) {

            // Define what value the radius is supposed to have at specific time values
            Keyframe kf0 = Keyframe.ofFloat(0f, 0f);
            Keyframe kf2 = Keyframe.ofFloat(0.5f, 180f);
            Keyframe kf1 = Keyframe.ofFloat(1f, 360f);

            // If you pass in the radius, it will be calling setRadius method, so make sure you have it!!!!!
            PropertyValuesHolder pvhRotation = PropertyValuesHolder.ofKeyframe("radiusOne", kf0, kf1, kf2);
            radiusAnimator = ObjectAnimator.ofPropertyValuesHolder(this, pvhRotation);
            radiusAnimator.setInterpolator(new LinearInterpolator());
            radiusAnimator.setDuration(animationDuration);
            radiusAnimator.start();
        }
        else {
            Log.d("Circle", "I am already running!");
        }
        return animationDuration;
    }

    public void stopAnimation() {
        if (radiusAnimator != null) {
            radiusAnimator.cancel();
            radiusAnimator = null;
        }
    }

    public boolean getAnimationRunning() {
        return radiusAnimator != null && radiusAnimator.isRunning();
    }

}