/// <summary>
        /// Draws the component
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to
        /// this method.</param>
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();

            // Draws the chips
            for (int chipIndex = 0; chipIndex < chipsAssets.Count; chipIndex++)
            {
                spriteBatch.Draw(chipsAssets[assetNames[chipIndex]], positions[chipIndex],
                                 Color.White);
            }

            BlackjackPlayer player;

            // Draws the player balance and bet amount
            for (int playerIndex = 0; playerIndex < players.Count; playerIndex++)
            {
                BlackJackTable table    = (BlackJackTable)cardGame.GameTable;
                Vector2        position = table[playerIndex] + table.RingOffset +
                                          new Vector2(table.RingTexture.Bounds.Width, 0);
                player = (BlackjackPlayer)players[playerIndex];
                spriteBatch.DrawString(cardGame.Font, "$" + player.BetAmount.ToString(),
                                       position, Color.White);
                spriteBatch.DrawString(cardGame.Font, "$" + player.Balance.ToString(),
                                       position + new Vector2(0, 30), Color.White);
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
        /// <summary>
        /// Gets the offset at which newly added chips should be placed.
        /// </summary>
        /// <param name="playerIndex">Index of the player to whom the chip
        /// is added.</param>
        /// <param name="secondHand">True if the chip is added to the player's second
        /// hand, false otherwise.</param>
        /// <returns>The offset from the player's position where chips should be
        /// placed.</returns>
        private Vector2 GetChipOffset(int playerIndex, bool secondHand)
        {
            Vector2 offset = Vector2.Zero;

            BlackJackTable table = ((BlackJackTable)cardGame.GameTable);

            offset = table.RingOffset +
                     new Vector2(table.RingTexture.Bounds.Width - blankChip.Bounds.Width,
                                 table.RingTexture.Bounds.Height - blankChip.Bounds.Height) / 2f;

            if (secondHand == true)
            {
                offset += secondHandOffset;
            }

            return(offset);
        }