 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-void draw( Rect& rect )
-{
+void draw( Rect& rect ) {
     g_gb.display.fillRect(rect.pos.x, rect.pos.y, rect.size.x, rect.size.y );
 }
 
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-void draw( Level& level )
-{
+void draw( Level& level ) {
     g_gb.display.print(F("Frame:"));
     g_gb.display.print(level.frameProgress);
     const short floorStart = 42;

                g_gb.display.cursorY = 38;
                g_gb.display.print(c);
            }
            //g_gb.display.drawChar( obj.offset - x, floorStart - 9, c, 1 ); 
        }

    }

}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void draw( Player& p1 )
{
    Rect head = p1.head + p1.pos;
    Rect body = p1.body + p1.pos;
    Rect legs = p1.legs + p1.pos;

    else if ( level.introDisplay < 1 )
    {
        // Draw objects
        bool passedAllObjects = true;
        int f = level.frameProgress;
        for ( short i = 0; i < level.numObjects; ++i ) {
            LevelObject& obj = level.levelObjects[ i ];
            draw( obj, f );
            char c = ' ';
            switch( obj.type )
            {
            case LevelObjectType::Gap: c = 'g'; break;
            case LevelObjectType::StepUp: c = 'u'; break;
            case LevelObjectType::StepDown: c = 'd'; break;
            case LevelObjectType::Jumpable: c = 'j'; continue;
            case LevelObjectType::Kickable: c = 'k'; break;
            }
            int x = obj.offset - f;
            if ( x > -10 && x < 95 ) {
                passedAllObjects = false;
                g_gb.display.cursorX = x;
                g_gb.display.cursorY = 15;
                g_gb.display.print(i);
