public void render() {
		glBegin(GL_QUADS);
		{
			for (int y = 0; y < map.length; y++) {
				for (int x = 0; x < map[0].length; x++) {
					if (map[y][x] == 1) {
						if (Collision.isPlayerIntersectingBlock(getObsticleMap(), x, y)) {
							glColor3d(1, 0, 0);
						}
						glVertex2d(x * BLOCK_SIZE, y * BLOCK_SIZE);
						glVertex2d(x * BLOCK_SIZE + BLOCK_SIZE, y * BLOCK_SIZE);
						glVertex2d(x * BLOCK_SIZE + BLOCK_SIZE, y * BLOCK_SIZE + BLOCK_SIZE);
						glVertex2d(x * BLOCK_SIZE, y * BLOCK_SIZE + BLOCK_SIZE);
						glColor3d(1, 1, 1);
					}
				}
			}
		}
		glEnd();
	}