text: #include "stdafx.h"
  #include "Engine.h"
  
  void Engine::draw()
  {
  	// Rub out the last frame
  	m_Window.clear(Color::White);
  	
  	// Update the shader parameters
  	m_RippleShader.setUniform("uTime", m_GameTimeTotal.asSeconds());
  
  	if (!m_SplitScreen)
  	{
  		// Switch to background view
  		m_Window.setView(m_BGMainView);
  		// Draw the background
  		m_Window.draw(m_BackgroundSprite);
  
  		// Draw the background, complete with shader effect
  		m_Window.draw(m_BackgroundSprite, &m_RippleShader);
  
  		// Switch to m_MainView
  		m_Window.setView(m_MainView);		
  
  		// Draw the Level
  		m_Window.draw(m_VALevel, &m_TextureTiles);
  
  		// Draw thomas
  		m_Window.draw(m_Thomas.getSprite());
  
  		// Draw thomas
  		m_Window.draw(m_Bob.getSprite());
  
  		// Draw the particle system
  		if (m_PS.running())
  		{
  			m_Window.draw(m_PS);
  		}
  	}
  	else
  	{
  		// Split-screen view is active
  
  		// First draw Thomas' side of the screen
  
  		// Switch to background view
  		m_Window.setView(m_BGLeftView);
  		// Draw the background
  		//m_Window.draw(m_BackgroundSprite);
  
  		// Draw the background, complete with shader effect
  		m_Window.draw(m_BackgroundSprite, &m_RippleShader);
  
  		// Switch to m_LeftView
  		m_Window.setView(m_LeftView);
  
  		// Draw the Level
  		m_Window.draw(m_VALevel, &m_TextureTiles);
  			
  		// Draw thomas
  		m_Window.draw(m_Bob.getSprite());
  
  		// Draw thomas
  		m_Window.draw(m_Thomas.getSprite());
  
  		// Draw the particle system
  		if (m_PS.running())
  		{
  			m_Window.draw(m_PS);
  		}
  		
  		// Now draw Bob's side of the screen
  
  		// Switch to background view
  		m_Window.setView(m_BGRightView);
  		// Draw the background
  		//m_Window.draw(m_BackgroundSprite);
  
  		// Draw the background, complete with shader effect
  		m_Window.draw(m_BackgroundSprite, &m_RippleShader);
  
  		// Switch to m_RightView
  		m_Window.setView(m_RightView);
  
  		// Draw the Level
  		m_Window.draw(m_VALevel, &m_TextureTiles);
  
  		// Draw thomas
  		m_Window.draw(m_Thomas.getSprite());
  
  		// Draw bob
  		m_Window.draw(m_Bob.getSprite());
  
  		// Draw the particle system
  		if (m_PS.running())
  		{
  			m_Window.draw(m_PS);
  		}
  				
  	}
  	
  	// Draw the HUD
  	// Switch to m_HudView
  	m_Window.setView(m_HudView);
  	m_Window.draw(m_Hud.getLevel());
  	m_Window.draw(m_Hud.getTime());
  	if (!m_Playing)
  	{
  		m_Window.draw(m_Hud.getMessage());
  	}
  	
  	
  	// Show everything we have just drawn
  	m_Window.display();
  }