@Override
	protected void prender() {
		for(int i = 0; i < (int)(sonicMax/sonicBlockQuantity); i++){
			glPushMatrix();
			{
				glTranslatef(game.comp.getDisplay().getCamera().getX()+(i*sonicSpace)+(i*sonicSize.width)+sonicOffset.x, game.comp.getDisplay().getCamera().getFovY()-sonicSize.height-sonicOffset.y+game.comp.getDisplay().getCamera().getY(), 0);
				if(i < (int) (sonicMax/sonicBlockQuantity)-2 && i != 0)
					sonicPowerCenterTexture.bind();
				if(i == 0 && sonicPower < sonicBlockQuantity)
					sonicDepleteLeftTexture.bind();
				if(i == 0 && sonicPower>0)
					sonicPowerLeftTexture.bind();
				if(i != 0 && i>(int) (sonicPower/sonicBlockQuantity))
					sonicDepleteCenterTexture.bind();
				if(i == (int)(sonicMax/sonicBlockQuantity)-1 && sonicPower != sonicMax)
					sonicDepleteRightTexture.bind();
				if(i == (int) (sonicPower/sonicBlockQuantity)-1 && i == (int)(sonicMax/sonicBlockQuantity)-1 )
					sonicPowerRightTexture.bind();
				glBegin(GL_QUADS);
				{
					glTexCoord2f(0,0); glVertex2d(-(sonicSize.width/2), 0);
					glTexCoord2f(0,1); glVertex2d((sonicSize.width/2), 0);
					glTexCoord2f(1,1); glVertex2d((sonicSize.width/2), sonicSize.height);
					glTexCoord2f(1,0); glVertex2d(-(sonicSize.width/2), sonicSize.height);
				}
				glEnd();
			}
			glPopMatrix();
			}
	}