public void drawStaticHud(GL2 gl) {
        this.gl = gl;

        if (! player.isAlive())
            return;

        update();

        start2D();
        //drawEnergy(gl);

        // Set the crosshair color to green
        gl.glColor4f(0.0f, 1.0f, 0.0f, 0.0f);

        if(crosshair != null) {
            crosshair.bind(gl);
        }
        gl.glBegin(GL2.GL_QUADS);
        int s = HEIGHT / 2; // Cross hair 10% screen height

        draw(-s / 2, -s / 2, s, s);
        gl.glEnd();
        gl.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);

        {//Health/Shield Bar
            float xStart = 0;
            float xEnd = WIDTH;
            
            float yStart = -HEIGHT;
            float yEnd = HEIGHT;

            if(healthbackdrop != null) { 
                healthbackdrop.bind(gl);
            }

            gl.glBegin(GL2.GL_QUADS );
            draw(xStart, yStart, xEnd , yEnd );
            gl.glEnd();


            if(healthbar != null) {
                healthbar.bind(gl);
            }

            //draws the health bar
            gl.glBegin(GL2.GL_QUADS );
            drawBarGraph(xStart, yStart, xEnd , yEnd , ship.health()*0.72f);
            gl.glEnd();

            if(shieldbar!=null){
                shieldbar.bind(gl);
            }
            gl.glBegin(GL2.GL_QUADS );
            drawBarGraph(xStart, yStart, xEnd , yEnd , ship.shield()*0.70f);
            gl.glEnd();

            //health cross
            if(healthcross != null) {
                healthcross.bind(gl);
            }

            gl.glBegin(GL2.GL_QUADS );
            draw(xStart, yStart, xEnd , yEnd );
            gl.glEnd();
        }

        {//Gun bar code
            float xStart = -WIDTH;
            float xEnd = WIDTH;
            
            float yStart = -HEIGHT;
            float yEnd = HEIGHT;
            
            if(gunbackdrop != null) {
                gunbackdrop.bind(gl);
            }

            gl.glBegin(GL2.GL_QUADS );
            draw(xStart, yStart, xEnd , yEnd);
            gl.glEnd();

            if(gunbar != null) {
                gunbar.bind(gl);
            }

            //draw the percent bar for the gun
            gl.glBegin(GL2.GL_QUADS );
            drawBarGraph(xStart, yStart, xEnd , yEnd,ship.getWeapon().getAmmoPercent()*0.72f);
            gl.glEnd();

            if(gunammo != null) {
                gunammo.bind(gl);
            }

            gl.glBegin(GL2.GL_QUADS );
            draw(xStart, yStart, xEnd , yEnd);
            gl.glEnd();
        }

        gl.glFlush();
        stop2D();
    }