 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-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;

    else if ( level.introDisplay < 1 )
    {
        // Draw objects
        int f = level.frameProgress;
        for ( short i = 0; i < level.numObjects; ++i )
        {
            LevelObject& obj = level.levelObjects[ i ];
            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'; break;
            case LevelObjectType::Kickable: c = 'k'; break;
            }
            int x = obj.offset - f;
            if ( x > -10 && x < 95 )
            {
                g_gb.display.cursorX = x;
                g_gb.display.cursorY = 15;
                g_gb.display.print(i);

    draw( legs );
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void draw( LevelObject& obj, int f ){
    int x = obj.offset - f;
    if ( x > -10 && x < 95 )
    {
        switch ( obj.type ) {
            case  LevelObjectType::Gap: break;
            case  LevelObjectType::StepUp: break;
            case  LevelObjectType::StepDown: break;
            case  LevelObjectType::Jumpable: { 
                    g_gb.display.fillRect(x, 38, 8, 8);
                }
                break;
            case  LevelObjectType::Kickable: break;
        }
    }
}

