protected internal virtual void drawBones(Com.Brashmonkey.Spriter.player.SpriterAbstractPlayer
			 player)
        {
            for (int i = 0; i < player.getBonesToAnimate(); i++)
            {
                Com.Brashmonkey.Spriter.objects.SpriterBone bone = player.getRuntimeBones()[i];
                if (bone.active)
                {
                    this.setDrawColor(1, 0, 0, 1);
                }
                else
                {
                    this.setDrawColor(0, 1, 1, 1);
                }
                float xx = bone.getX() + (float)System.Math.Cos(DegreeToRadian(bone.getAngle
                    ())) * 5;
                float yy = bone.getY() + (float)System.Math.Sin(DegreeToRadian(bone.getAngle
                    ())) * 5;
                float x2 = (float)System.Math.Cos(DegreeToRadian(bone.getAngle() + 90)) *
                    (SpriterCalculator.BONE_WIDTH / 2) * bone.getScaleY();
                float y2 = (float)System.Math.Sin(DegreeToRadian(bone.getAngle() + 90)) *
                    (SpriterCalculator.BONE_WIDTH / 2) * bone.getScaleY();
                float targetX = bone.getX() + (float)System.Math.Cos(DegreeToRadian(bone.getAngle
                    ())) * SpriterCalculator.BONE_LENGTH * bone.getScaleX();
                float targetY = bone.getY() + (float)System.Math.Sin(DegreeToRadian(bone.getAngle
                    ())) * SpriterCalculator.BONE_LENGTH * bone.getScaleX();
                float upperPointX = xx + x2;
                float upperPointY = yy + y2;
                this.drawLine(bone.getX(), bone.getY(), upperPointX, upperPointY);
                this.drawLine(upperPointX, upperPointY, targetX, targetY);
                float lowerPointX = xx - x2;
                float lowerPointY = yy - y2;
                this.drawLine(bone.getX(), bone.getY(), lowerPointX, lowerPointY);
                this.drawLine(lowerPointX, lowerPointY, targetX, targetY);
                this.drawLine(bone.getX(), bone.getY(), targetX, targetY);
            }
        }