private void drawBar() {
		GL11.glColor3f(color2[0], color2[1], color2[2]);
		GL11.glBegin(GL11.GL_QUADS);
		if (isDouble != 1) {
	    switch (orientation) {
	    	case Tile.UP: 
	    		GL11.glVertex2f(x,y);
	    		GL11.glVertex2f(x + width,y);
	    		GL11.glVertex2f(x + width,y + length - barLength);
	    		GL11.glVertex2f(x,y + length - barLength);
	    		break;
	    	case Tile.DOWN:
	    		GL11.glVertex2f(x,y + length);
	    		GL11.glVertex2f(x,y + barLength);
	    		GL11.glVertex2f(x + width,y + barLength);
	    		GL11.glVertex2f(x + width,y + length);
	    		break;
	    	case Tile.LEFT:
	    		GL11.glVertex2f(x,y);
	    		GL11.glVertex2f(x + length - barLength,y);
	    		GL11.glVertex2f(x + length - barLength,y + width);
	    		GL11.glVertex2f(x,y + width);
	    		break;
	    	case Tile.RIGHT:
	    		GL11.glVertex2f(x + length,y);
	    		GL11.glVertex2f(x + length,y + width);
	    		GL11.glVertex2f(x + barLength,y + width);
	    		GL11.glVertex2f(x + barLength,y);
	    		break;
	    }
		}
	    GL11.glEnd();
	}