Platformer.PlatformerGame.DrawHud C# (CSharp) Method

DrawHud() private method

private DrawHud ( ) : void
return void
        private void DrawHud()
        {
            Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea;
            Vector2 hudLocation = new Vector2(titleSafeArea.X, titleSafeArea.Y);
            Vector2 center = new Vector2(titleSafeArea.X + titleSafeArea.Width / 2.0f,
                                         titleSafeArea.Y + titleSafeArea.Height / 2.0f);

            // Draw time remaining. Uses modulo division to cause blinking when the
            // player is running out of time.
            /*
            string timeString = "TIME: " + level.TimeRemaining.Minutes.ToString("00") + ":" + level.TimeRemaining.Seconds.ToString("00");
            Color timeColor;
            if (level.TimeRemaining > WarningTime ||
                level.ReachedExit ||
                (int)level.TimeRemaining.TotalSeconds % 2 == 0)
            {
                timeColor = Color.Yellow;
            }
            else
            {
                timeColor = Color.Red;
            }
             */
            DrawShadowedString(hudFont, map.Level.Name, hudLocation, Color.Yellow);

            // Draw score
            /*
            float timeHeight = hudFont.MeasureString(timeString).Y;
            DrawShadowedString(hudFont, "SCORE: " + level.Score.ToString(), hudLocation + new Vector2(0.0f, timeHeight * 1.2f), Color.Yellow);
            */

            // Determine the status overlay message to show.
            Texture2D status = null;
            /**
            if (level.TimeRemaining == TimeSpan.Zero)
            {
                if (level.ReachedExit)
                {
                    status = winOverlay;
                }
                else
                {
                    status = loseOverlay;
                }
            }
            else */
            if (!map.Player.IsAlive)
            {
                //status = diedOverlay;
            }

            if (status != null)
            {
                // Draw status message.
                Vector2 statusSize = new Vector2(status.Width, status.Height);
                spriteBatch.Draw(status, center - statusSize / 2, Color.White);
            }
        }