packages feed

FunGEn 0.4.2 → 0.4.3

raw patch · 16 files changed

+108/−2096 lines, 16 filesdep ~GLUTdep ~OpenGL

Dependency ranges changed: GLUT, OpenGL

Files

+ CHANGES view
@@ -0,0 +1,3 @@+0.4.3++* set upper bound on OpenGL to avoid build failure with OpenGL 2.9
FunGEn.cabal view
@@ -1,5 +1,5 @@ name:               FunGEn
-version:            0.4.2
+version:            0.4.3
 copyright:          (C) 2002 Andre Furtado <awbf@cin.ufpe.br>
 license:            BSD3
 license-file:       LICENSE
@@ -13,7 +13,7 @@ cabal-version:      >= 1.6
 build-type:         Simple
 tested-with:        GHC==7.6.3
-extra-source-files: README.md, examples/pong/hit.wav, examples/pong/pong.hs, examples/pong/tex.bmp,
+extra-source-files: README.md, CHANGES, examples/pong/hit.wav, examples/pong/pong.hs, examples/pong/tex.bmp,
                     examples/worms/border1.bmp, examples/worms/border2.bmp, examples/worms/border3.bmp,
                     examples/worms/congratulations.bmp, examples/worms/food.bmp, examples/worms/free1.bmp,
                     examples/worms/free2.bmp, examples/worms/free3.bmp, examples/worms/gameover.bmp,
@@ -22,14 +22,9 @@                     examples/worms/level3.bmp, examples/worms/segment.bmp, examples/worms/worms.hs
 
 library
-  exposed-modules:  Graphics.UI.Fungen,
-                    Graphics.UI.Fungen.Types, Graphics.UI.Fungen.Util, Graphics.UI.Fungen.Loader,
-                    Graphics.UI.Fungen.Objects, Graphics.UI.Fungen.Map, Graphics.UI.Fungen.Game,
-                    Graphics.UI.Fungen.Display, Graphics.UI.Fungen.Input, Graphics.UI.Fungen.Timer,
-                    Graphics.UI.Fungen.Text, Graphics.UI.Fungen.Init, Graphics.UI.GLUT.Input
-
+  exposed-modules:  Graphics.UI.Fungen
   build-depends:
                     base == 4.*
-                   ,OpenGL
-                   ,GLUT
+                   ,OpenGL < 2.9
+                   ,GLUT < 2.5
                    ,random
Graphics/UI/Fungen.hs view
@@ -33,8 +33,8 @@   -- | Printing text on the screen.
   module Graphics.UI.Fungen.Text,
 
-  -- * Tile Maps
-  -- | Tile maps (backgrounds).
+  -- * Maps/backgrounds
+  -- | Game backgrounds, tile maps.
   module Graphics.UI.Fungen.Map,
 
   -- * Objects
@@ -73,4 +73,4 @@ import Graphics.UI.Fungen.Input
 import Graphics.UI.Fungen.Timer
 import Graphics.UI.Fungen.Text
-import Graphics.UI.Fungen.Init+import Graphics.UI.Fungen.Init
− Graphics/UI/Fungen/Display.hs
@@ -1,44 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | This FunGEn module renders the game window.
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Display (
-        display
-) where
-
-import Graphics.UI.Fungen.Game
-import Graphics.UI.Fungen.Util (when)
-import Graphics.Rendering.OpenGL
-import Graphics.UI.GLUT
-
--- | Given a fungen Game and IOGame step action, generate a GLUT
--- display callback that steps the game and renders its resulting
--- state. 'Graphics.UI.Fungen.funInit' runs this automatically.
-display :: Game t s u v -> IOGame t s u v () -> DisplayCallback
-display g gameCycle = do 
-        clear [ColorBuffer]
-        runIOGame (displayIOGame gameCycle) g
-        swapBuffers
-        flush
-
--- | Run one update and display an IOGame.
-displayIOGame :: IOGame t s u v () -> IOGame t s u v ()
-displayIOGame gameCycle = do
-        (_,_,objectsMoving) <- getGameFlags
-        when objectsMoving moveAllObjects
-	gameCycle
-        (mapDrawing,objectsDrawing,_) <- getGameFlags
-        when mapDrawing drawMap
-        when objectsDrawing drawAllObjects
-        printText    
− Graphics/UI/Fungen/Game.hs
@@ -1,784 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module contains some important game routines.
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-
-module Graphics.UI.Fungen.Game (
-  Game, IOGame,
-  -- ** creating
-  createGame, 
-  -- ** IO utilities
-  runIOGame, runIOGameM, liftIOtoIOGame, liftIOtoIOGame',
-  -- ** game state
-  getGameState, setGameState,
-  getGameAttribute, setGameAttribute,
-  -- ** game flags
-  getGameFlags, setGameFlags,
-  enableGameFlags, disableGameFlags,
-  enableMapDrawing, disableMapDrawing,
-  enableObjectsDrawing, disableObjectsDrawing,
-  enableObjectsMoving, disableObjectsMoving,
-  -- ** map operations
-  drawMap, clearScreen, getTileFromIndex, getTileFromWindowPosition, setCurrentMapIndex,
-  -- ** object operations
-  getObjectManagers, setObjectManagers,
-  drawAllObjects, drawObject, moveAllObjects, destroyObjects, destroyObject,
-  getObjectsFromGroup, addObjectsToGroup, addObjectsToNewGroup, findObjectManager,findObject,
-  getObjectName, getObjectGroupName, getObjectAsleep, getObjectSize,
-  getObjectPosition, getObjectSpeed, getObjectAttribute,
-  setObjectPosition, setObjectAsleep, setObjectSpeed, setObjectCurrentPicture, setObjectAttribute,
-  replaceObject,
-  reverseXSpeed, reverseYSpeed,
-  -- ** collision detection
-  objectsCollision, objectsFutureCollision,
-  objectListObjectCollision, objectListObjectFutureCollision,
-  objectTopMapCollision, objectBottomMapCollision, objectRightMapCollision, objectLeftMapCollision,
-  pointsObjectCollision, pointsObjectListCollision,
-  objectTopMapFutureCollision, objectBottomMapFutureCollision, objectRightMapFutureCollision, objectLeftMapFutureCollision,
-  -- ** text operations
-  printOnPrompt, printOnScreen, printText,
-  -- ** random numbers
-  randomFloat, randomInt, randomDouble,
-  -- ** utilities
-  showFPS,
-  wait
-) where
-
-import Graphics.UI.Fungen.Types
-import Graphics.UI.Fungen.Util
-import Graphics.UI.Fungen.Loader
-import Graphics.UI.Fungen.Text
-import Graphics.UI.Fungen.Timer
-import Graphics.UI.Fungen.Map
-import Graphics.UI.Fungen.Objects
-import Graphics.Rendering.OpenGL
-import Graphics.Rendering.OpenGL.GLU
-import Graphics.UI.GLUT
-import Control.Monad
-import Data.IORef
-import Text.Printf
-
-
--- | A game has the type @Game t s u v@, where 
---  
--- * t is the type of the game special attributes
--- 
--- * s is the type of the object special attributes
--- 
--- * u is the type of the game levels (state)
--- 
--- * v is the type of the map tile special attribute, in case we use a Tile Map as the background of our game
--- 
--- For a mnemonic, uh...
---
--- * t - /T/op-level game attribute type,
---
--- * s - /S/prite object attribute type,
---
--- * u - /U/pdating game state type,
---
--- * v - /V/icinity (map tile) attribute type.
--- 
--- Internally, a Game consists of:
---
--- * @gameMap       :: IORef (GameMap v)         -- a map (background)@
---
--- * @gameState     :: IORef u                   -- initial game state@
---
--- * @gameFlags     :: IORef GameFlags           -- initial game flags@
---
--- * @objManagers   :: IORef [(ObjectManager s)] -- some object managers@
---
--- * @textList      :: IORef [Text]              -- some texts@
---
--- * @quadricObj    :: QuadricPrimitive          -- a quadric thing@
---
--- * @windowConfig  :: IORef WindowConfig        -- a config for the main window@
---
--- * @gameAttribute :: IORef t                   -- a game attribute@
---
--- * @pictureList   :: IORef [TextureObject]     -- some pictures@
---
--- * @fpsInfo       :: IORef (Int,Int,Float)     -- only for debugging@
--- 
-data Game t s u v = Game {
-	gameMap       :: IORef (GameMap v), -- ^ a map (background)
-    	gameState     :: IORef u,           -- ^ initial game state
-	gameFlags     :: IORef GameFlags,   -- ^ initial game flags
-	objManagers   :: IORef [(ObjectManager s)], -- ^ some object managers
-	textList      :: IORef [Text],              -- ^ some texts
-	quadricObj    :: QuadricPrimitive,          -- ^ a quadric thing
-	windowConfig  :: IORef WindowConfig,        -- ^ a config for the main window
-	gameAttribute :: IORef t,                   -- ^ a game attribute
-	pictureList   :: IORef [TextureObject],     -- ^ some pictures
-	fpsInfo       :: IORef (Int,Int,Float)  -- only for debugging
-	}
-
--- | IOGame is the monad in which game actions run. An IOGame action
--- takes a Game (with type parameters @t s u v@), performs some IO,
--- and returns an updated Game along with a result value (@a@):
---
--- @newtype IOGame t s u v a = IOG (Game  t s u v -> IO (Game t s u v,a))@
---
--- The name IOGame was chosen to remind that each action deals with a
--- Game, but an IO operation can also be performed between game
--- actions (such as the reading of a file or printing something in the
--- prompt).
-newtype IOGame t s u v a = IOG (Game  t s u v -> IO (Game t s u v,a))
-
--- | Game flags: mapDrawing, objectsDrawing, objectsMoving
-type GameFlags = (Bool,Bool,Bool)
-
-----------------------------------
--- IOGame Monad definitions
-----------------------------------
--- OBS.: all of this stuff is done to encapsulate Monad IO inside
---       Monad IOGame. Thanks to Jay Cox who suggested this solution.
-
-bindST :: IOGame t s u v a -> (a -> IOGame t s u v b) -> IOGame t s u v b
-bindST (IOG x) f =
-   IOG (\s -> ( x s >>= \(s',v) -> let IOG g = f v in g s'))
-
-unitST :: a -> IOGame t s u v a
-unitST v = IOG (\s -> return (s,v))
-
-instance Monad (IOGame t s u v) where
-  (>>=) = bindST
-  return = unitST
-
-runIOGame :: IOGame t s u v a -> Game t s u v -> IO (Game t s u v,a)  -- (a,Game t s u v) the state tuple
-runIOGame (IOG f) g = f g
-
-runIOGameM :: IOGame t s u v a -> Game t s u v -> IO ()
-runIOGameM x g = runIOGame x g >> return ()
-                 
-liftIOtoIOGame      :: IO a -> IOGame t s u v a
-liftIOtoIOGame p    =
-     IOG $ \s -> (do y <- p
-                     return (s,y))
-                     
-liftIOtoIOGame'     :: (a -> IO ()) -> a -> IOGame t s u v ()
-liftIOtoIOGame' p q =
-     IOG $ \s -> (do p q
-                     return (s,()))
-
-----------------------------------
--- get & set routines
-----------------------------------
-
-getMap :: IOGame t s u v (GameMap v)
-getMap = IOG ( \game -> (readIORef (gameMap game) >>= \gm -> if (isMultiMap gm)
-                                                                then (return (game,getCurrentMap gm))
-                                                                else (return (game,gm)) ))
-
-getRealMap :: IOGame t s u v (GameMap v)
-getRealMap = IOG ( \game -> (readIORef (gameMap game) >>= \gm -> (return (game,gm)) ))
-
-setRealMap :: GameMap v -> IOGame t s u v ()
-setRealMap m = IOG ( \game -> (writeIORef (gameMap game) m >> return (game,()) ))
-
-
-getGameState :: IOGame t s u v u
-getGameState = IOG ( \game -> (readIORef (gameState game) >>= \gs -> return (game,gs) ))
-
-setGameState :: u -> IOGame t s u v ()
-setGameState s = IOG ( \game -> (writeIORef (gameState game) s >> return (game,()) ))
-
-getTextList :: IOGame t s u v [Text]
-getTextList = IOG ( \game -> (readIORef (textList game) >>= \tl -> return (game,tl) ))
-
-setTextList :: [Text] -> IOGame t s u v ()
-setTextList t = IOG ( \game -> (writeIORef (textList game) t >> return (game,()) ))
-
-getGameFlags :: IOGame t s u v GameFlags
-getGameFlags = IOG ( \game -> (readIORef (gameFlags game) >>= \gf -> return (game,gf) ))
-
-setGameFlags :: GameFlags -> IOGame t s u v ()
-setGameFlags f = IOG ( \game -> (writeIORef (gameFlags game) f >> return (game,()) ))
-
-getObjectManagers :: IOGame t s u v [(ObjectManager s)]
-getObjectManagers = IOG ( \game -> (readIORef (objManagers game) >>= \om -> return (game,om) ))
-
-setObjectManagers :: [(ObjectManager s)] -> IOGame t s u v ()
-setObjectManagers o = IOG ( \game -> (writeIORef (objManagers game) o >> return (game,()) ))
-                                                   
-getQuadric :: IOGame t s u v QuadricPrimitive
-getQuadric = IOG ( \game -> return (game,quadricObj game) )
-
-getPictureList :: IOGame t s u v [TextureObject]
-getPictureList = IOG ( \game -> (readIORef (pictureList game) >>= \pl -> return (game,pl) ))
-
-getWindowConfig :: IOGame t s u v WindowConfig
-getWindowConfig = IOG ( \game -> (readIORef (windowConfig game) >>= \wc -> return (game,wc) ))
-
-getGameAttribute :: IOGame t s u v t
-getGameAttribute = IOG ( \game -> (readIORef (gameAttribute game) >>= \ga -> return (game,ga) ))
-
-setGameAttribute :: t -> IOGame t s u v ()
-setGameAttribute ga = IOG ( \game -> (writeIORef (gameAttribute game) ga >> return (game,()) ))
-
--- internal use only
-getFpsInfo :: IOGame t s u v (Int,Int,Float)
-getFpsInfo = IOG ( \game -> (readIORef (fpsInfo game) >>= \fpsi -> return (game,fpsi) ))
-
--- internal use only
-setFpsInfo :: (Int,Int,Float) -> IOGame t s u v ()
-setFpsInfo f = IOG ( \game -> (writeIORef (fpsInfo game) f >> return (game,()) ))
-                                                   
-----------------------------------
--- initialization of the game
-----------------------------------
-createGame :: GameMap v -> [(ObjectManager s)] -> WindowConfig -> u -> t -> FilePictureList -> IO (Game t s u v)
-createGame gMap objectManagers winConf gState gAttrib filePicList = do
-        gM <- newIORef gMap
-        gS <- newIORef gState
-        gF <- newIORef (True,True,True)
-        gO <- newIORef objectManagers
-        gT <- newIORef []
-        let gQ = Sphere 0 0 0
-        gW <- newIORef winConf
-        gA <- newIORef gAttrib
-        picList <- loadPictures filePicList
-        gP <- newIORef picList
-        gFPS <- newIORef (0,0,0.0)
-        return (Game {
-            gameMap       = gM,
-            gameState     = gS,
-            gameFlags     = gF,
-            objManagers   = gO,
-            textList      = gT,
-            quadricObj    = gQ,
-            windowConfig  = gW,
-            gameAttribute = gA,
-            pictureList   = gP,
-            fpsInfo 	  = gFPS
-            })
-
--- | loads all of the pictures used in the game
-loadPictures :: [(FilePath,InvList)] -> IO [TextureObject]
-loadPictures pathsAndInvLists = do
-        bmps <- loadBitmapList (map pathAndInv2color3List pathsAndInvLists)
-        texBmList <- genObjectNames (length bmps)
-        texStuff texBmList bmps
-        return texBmList
-
-----------------------------------
--- map routines
-----------------------------------
-
--- | draws the background map
-drawMap :: IOGame t s u v ()
-drawMap = do
-    m <- getMap
-    p <- getPictureList
-    (_,(winWidth, winHeight),_) <- getWindowConfig
-    liftIOtoIOGame $ drawGameMap m (fromIntegral winWidth, fromIntegral winHeight) p
-
--- | returns a mapTile, given its pixel position (x,y) in the screen
-getTileFromWindowPosition :: (GLdouble,GLdouble) -> IOGame t s u v (Tile v)
-getTileFromWindowPosition (preX,preY) = do
-       m <- getMap
-       if (isTileMap m)
-            then let (tileXsize,tileYsize) = getTileMapTileSize m
-                     (scrollX,scrollY) = getTileMapScroll m
-                     (x,y) = (preX + scrollX,preY + scrollY)
-                     (sX,sY) = getTileMapSize m
-                 in if (x >= sX || y >= sY)
-                        then error ("Game.getTileFromWindowPosition error: pixel " ++ (show (x,y)) ++ " out of map range!")
-                        else getTileFromIndex (fromEnum (y/tileXsize),fromEnum (x/tileYsize)) -- (x,y) window orientation is different than index (x,y)!
-            else error "Game.getTileFromWindowPosition error: game map is not a tile map!"
-
--- | returns a mapTile, given its index (x,y) in the tile map
-getTileFromIndex :: (Int,Int) -> IOGame t s u v (Tile v)
-getTileFromIndex (x,y) = do
-        m <- getMap
-        if (isTileMap m)
-            then let matrix = getTileMapTileMatrix m
-                     (mapX,mapY) = matrixSize matrix
-                 in if (mapX >= x && mapY >= y && x >= 0 && y >= 0)
-                        then return ( (matrix !! (mapX - x)) !! y)
-                        else error ("Game.getTileFromIndex error: tile index " ++ (show (x,y)) ++ " out of map range!")
-            else error "Game.getTileFromIndex error: game map is not a tile map!"
-
--- | paint the whole screen with a specified RGB color
-clearScreen :: GLclampf -> GLclampf -> GLclampf -> IOGame t s u v ()
-clearScreen r g b = liftIOtoIOGame $ clearGameScreen r g b
-
--- | set the current map for a MultiMap
-setCurrentMapIndex :: Int -> IOGame t s u v ()
-setCurrentMapIndex i = do
-        m <- getRealMap
-        if (isMultiMap m)
-                then (setRealMap (updateCurrentIndex m i))
-                else (error "Game.setCurrentMapIndex error: you are not working with MultiMaps!")
-
-----------------------------------
--- flags routines
-----------------------------------
-
-enableGameFlags :: IOGame t s u v ()
-enableGameFlags = setGameFlags (True,True,True)
-
-disableGameFlags :: IOGame t s u v ()
-disableGameFlags = setGameFlags (False,False,False)
-
-enableMapDrawing :: IOGame t s u v ()
-enableMapDrawing = do
-    (_,od,om) <- getGameFlags
-    setGameFlags (True,od,om)
-
-disableMapDrawing :: IOGame t s u v ()
-disableMapDrawing = do
-    (_,od,om) <- getGameFlags
-    setGameFlags (False,od,om)
-
-enableObjectsDrawing :: IOGame t s u v ()
-enableObjectsDrawing = do
-    (md,_,om) <- getGameFlags
-    setGameFlags (md,True,om)
-
-disableObjectsDrawing :: IOGame t s u v ()
-disableObjectsDrawing = do
-    (md,_,om) <- getGameFlags
-    setGameFlags (md,False,om)
-
-enableObjectsMoving :: IOGame t s u v ()
-enableObjectsMoving = do
-    (md,od,_) <- getGameFlags
-    setGameFlags (md,od,True)
-
-disableObjectsMoving :: IOGame t s u v ()
-disableObjectsMoving = do
-    (md,od,_) <- getGameFlags
-    setGameFlags (md,od,False)
-
-----------------------------------
--- objects routines
-----------------------------------
-
--- | draws all visible objects
-drawAllObjects :: IOGame t s u v ()
-drawAllObjects = do
-    o <- getObjectManagers
-    q <- getQuadric
-    p <- getPictureList
-    liftIOtoIOGame $ drawGameObjects o q p
-
--- | draw one object
-drawObject :: GameObject s -> IOGame t s u v ()
-drawObject o = do
-    q <- getQuadric
-    p <- getPictureList
-    liftIOtoIOGame $ drawGameObject o q p
-
--- | changes objects position according to its speed
-moveAllObjects :: IOGame t s u v ()
-moveAllObjects = do
-    m <- getObjectManagers
-    let newManagers = moveGameObjects m
-    setObjectManagers newManagers
-
--- | destroys objects from the game
-destroyObjects :: [(GameObject s)] -> IOGame t s u v ()
-destroyObjects [] = return ()
-destroyObjects (o:os) = destroyObject o >> destroyObjects os
-
--- | destroys an object from the game
-destroyObject :: GameObject s -> IOGame t s u v ()
-destroyObject obj = do
-    m <- getObjectManagers
-    let objName = getGameObjectName obj
-    mngName <- getObjectGroupName obj
-    let newManagers = destroyGameObject objName mngName m
-    setObjectManagers newManagers
-
--- | returns the list of all objects from the group whose name is given
-getObjectsFromGroup :: String -> IOGame t s u v [(GameObject s)]
-getObjectsFromGroup mngName = do
-        mng <- findObjectManager mngName
-        return (getObjectManagerObjects mng)
-
--- | adds an object to a previously created group
-addObjectsToGroup :: [(GameObject s)] -> String -> IOGame t s u v ()
-addObjectsToGroup objs managerName = do
-	manager <- findObjectManager managerName
-	managers <- getObjectManagers
-	let newManagers = addObjectsToManager objs managerName managers 
-	setObjectManagers newManagers
-
--- | adds an object to a new group
-addObjectsToNewGroup :: [(GameObject s)] -> String -> IOGame t s u v ()
-addObjectsToNewGroup objs newMngName = do
-	let newManager = objectGroup newMngName objs
-	managers <- getObjectManagers
-	setObjectManagers (newManager:managers)
-
--- | returns an object manager of the game, given its name (internal use)
-findObjectManager :: String -> IOGame t s u v (ObjectManager s)
-findObjectManager mngName = do
-    objectManagers <- getObjectManagers
-    return (searchObjectManager mngName objectManagers)
-    
--- | returns an object of the game, given its name and is object manager name
-findObject :: String -> String -> IOGame t s u v (GameObject s)
-findObject objName mngName = do
-    objectManagers <- getObjectManagers
-    let m = searchObjectManager mngName objectManagers
-    return (searchGameObject objName m)
-
--- | there is no need to search through the managers, because the name of an object is
--- never modified so the result of this function will always be safe.
-getObjectName :: GameObject s -> IOGame t s u v String
-getObjectName o = return (getGameObjectName o)
-
--- | because an object can have its group (manager) name modified, it is necessary
--- to search through the managers to find it, otherwise this functions won't be safe.
-getObjectGroupName :: GameObject s -> IOGame t s u v String
-getObjectGroupName o = do managers <- getObjectManagers
-                          let obj = findObjectFromId o managers
-                          return (getGameObjectManagerName obj)
-
--- | because an object can have its sleeping status modified, it is necessary
--- to search through the managers to find it, otherwise this functions won't be safe.
-getObjectAsleep :: GameObject s -> IOGame t s u v Bool
-getObjectAsleep o = do managers <- getObjectManagers
-                       let obj = findObjectFromId o managers
-                       return (getGameObjectAsleep obj)
-
--- | because an object can have its size modified, it is necessary
--- to search through the managers to find it, otherwise this functions won't be safe.
-getObjectSize :: GameObject s -> IOGame t s u v (GLdouble,GLdouble)
-getObjectSize o = do managers <- getObjectManagers
-                     let obj = findObjectFromId o managers
-                     return (getGameObjectSize obj)
-
--- | because an object can have its position modified, it is necessary
--- to search through the managers to find it, otherwise this functions won't be safe.
-getObjectPosition :: GameObject s -> IOGame t s u v (GLdouble,GLdouble)
-getObjectPosition o = do managers <- getObjectManagers
-                         let obj = findObjectFromId o managers
-                         return (getGameObjectPosition obj)
-
--- | because an object can have its speed modified, it is necessary
--- to search through the managers to find it, otherwise this functions won't be safe.
-getObjectSpeed :: GameObject s -> IOGame t s u v (GLdouble,GLdouble)
-getObjectSpeed o = do managers <- getObjectManagers
-                      let obj = findObjectFromId o managers
-                      return (getGameObjectSpeed obj)
-
--- | because an object can have its attribute modified, it is necessary
--- to search through the managers to find it, otherwise this functions won't be safe.
-getObjectAttribute :: GameObject s -> IOGame t s u v s
-getObjectAttribute o = do managers <- getObjectManagers
-                          let obj = findObjectFromId o managers
-                          return (getGameObjectAttribute obj)
-
--- | changes the sleeping status of an object, given its new status
-setObjectAsleep :: Bool -> GameObject s -> IOGame t s u v ()
-setObjectAsleep asleep obj = replaceObject obj (updateObjectAsleep asleep)
-
--- | changes the position of an object, given its new position
-setObjectPosition :: (GLdouble,GLdouble) -> GameObject s -> IOGame t s u v ()
-setObjectPosition pos obj = replaceObject obj (updateObjectPosition pos)
-
--- | changes the speed of an object, given its new speed
-setObjectSpeed :: (GLdouble,GLdouble) -> GameObject s -> IOGame t s u v ()
-setObjectSpeed speed obj = replaceObject obj (updateObjectSpeed speed)
-
--- | changes the current picture of a multitextured object
-setObjectCurrentPicture :: Int -> GameObject s -> IOGame t s u v ()
-setObjectCurrentPicture n obj = do
-	picList <- getPictureList
-	replaceObject obj (updateObjectPicture n ((length picList) - 1))
-
--- | changes the attribute of an object, given its new attribute
-setObjectAttribute :: s -> GameObject s -> IOGame t s u v ()
-setObjectAttribute a obj = replaceObject obj (updateObjectAttribute a)
-
--- | replaces an object by a new one, given the old object and the function that must be applied to it.
-replaceObject :: GameObject s -> (GameObject s -> GameObject s) -> IOGame t s u v ()
-replaceObject obj f = do
-    managerName <- getObjectGroupName obj
-    oldManagers <- getObjectManagers
-    let objectId = getGameObjectId obj
-        newManagers = updateObject f objectId managerName oldManagers
-    setObjectManagers newManagers
-
-reverseXSpeed :: GameObject s -> IOGame t s u v ()
-reverseXSpeed  o = do (vX,vY) <- getObjectSpeed o
-                      setObjectSpeed (-vX,vY) o
-
-reverseYSpeed :: GameObject s -> IOGame t s u v ()
-reverseYSpeed o = do (vX,vY) <- getObjectSpeed o
-                     setObjectSpeed (vX,-vY) o
-
------------------------
--- collision routines
------------------------
-
--- | checks the collision between an object and the top of the map
-objectTopMapCollision :: GameObject s -> IOGame t s u v Bool
-objectTopMapCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do m <- getMap
-                (_,pY) <- getObjectPosition o
-                (_,sY) <- getObjectSize o
-                let (_,mY) = getMapSize m
-                return (pY + (sY/2) > (realToFrac mY))
-
--- | checks the collision between an object and the top of the map in the next game cicle
-objectTopMapFutureCollision :: GameObject s -> IOGame t s u v Bool
-objectTopMapFutureCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do m <- getMap
-                (_,pY) <- getObjectPosition o
-                (_,vY) <- getObjectSpeed o
-                (_,sY) <- getObjectSize o
-                let (_,mY) = getMapSize m
-                return (pY + (sY/2) + vY > (realToFrac mY))
-
--- | checks the collision between an object and the bottom of the map
-objectBottomMapCollision :: GameObject s -> IOGame t s u v Bool
-objectBottomMapCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do (_,pY) <- getObjectPosition o
-                (_,sY) <- getObjectSize o
-                return (pY - (sY/2) < 0)
-
--- | checks the collision between an object and the bottom of the map in the next game cicle
-objectBottomMapFutureCollision :: GameObject s -> IOGame t s u v Bool
-objectBottomMapFutureCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do (_,pY) <- getObjectPosition o
-                (_,sY) <- getObjectSize o
-                (_,vY) <- getObjectSpeed o
-                return (pY - (sY/2) + vY < 0)
-
--- | checks the collision between an object and the right side of the map
-objectRightMapCollision :: GameObject s -> IOGame t s u v Bool
-objectRightMapCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do m <- getMap
-                (pX,_) <- getObjectPosition o
-                (sX,_) <- getObjectSize o
-                let (mX,_) = getMapSize m
-                return (pX + (sX/2) > (realToFrac mX))
-
--- | checks the collision between an object and the right side of the map in the next game cicle
-objectRightMapFutureCollision :: GameObject s -> IOGame t s u v Bool
-objectRightMapFutureCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do m <- getMap
-                (pX,_) <- getObjectPosition o
-                (sX,_) <- getObjectSize o
-                (vX,_) <- getObjectSpeed o
-                let (mX,_) = getMapSize m
-                return (pX + (sX/2) + vX > (realToFrac mX))
-
--- | checks the collision between an object and the left side of the map
-objectLeftMapCollision :: GameObject s -> IOGame t s u v Bool
-objectLeftMapCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do (pX,_) <- getObjectPosition o
-                (sX,_) <- getObjectSize o
-                return (pX - (sX/2) < 0)
-
--- | checks the collision between an object and the left side of the map in the next game cicle
-objectLeftMapFutureCollision :: GameObject s -> IOGame t s u v Bool
-objectLeftMapFutureCollision o = do
-    asleep <- getObjectAsleep o
-    if asleep
-        then (return False)
-        else do (pX,_) <- getObjectPosition o
-                (sX,_) <- getObjectSize o
-                (vX,_) <- getObjectSpeed o
-                return (pX - (sX/2) + vX < 0)
-
--- | checks the collision between two objects
-objectsCollision :: GameObject s -> GameObject s -> IOGame t s u v Bool
-objectsCollision o1 o2 = do
-    asleep1 <- getObjectAsleep o1
-    asleep2 <- getObjectAsleep o2
-    if (asleep1 || asleep2)
-                then (return False)
-                else  do (p1X,p1Y) <- getObjectPosition o1
-                         (p2X,p2Y) <- getObjectPosition o2
-                         (s1X,s1Y) <- getObjectSize o1
-                         (s2X,s2Y) <- getObjectSize o2
-        
-                         let aX1 = p1X - (s1X/2)
-                             aX2 = p1X + (s1X/2)
-                             aY1 = p1Y - (s1Y/2)
-                             aY2 = p1Y + (s1Y/2)
-        
-                             bX1 = p2X - (s2X/2)
-                             bX2 = p2X + (s2X/2)
-                             bY1 = p2Y - (s2Y/2)
-                             bY2 = p2Y + (s2Y/2)
-                              
-                         return ((bX1 < aX2) && (aX1 < bX2) && (bY1 < aY2) && (aY1 < bY2))
-
--- | checks the collision between two objects in the next game cicle
-objectsFutureCollision :: GameObject s -> GameObject s -> IOGame t s u v Bool
-objectsFutureCollision o1 o2 = do
-    asleep1 <- getObjectAsleep o1
-    asleep2 <- getObjectAsleep o2
-    if (asleep1 || asleep2)
-                then (return False)
-                else do (p1X,p1Y) <- getObjectPosition o1
-                        (p2X,p2Y) <- getObjectPosition o2
-                        (v1X,v1Y) <- getObjectSpeed o1
-                        (v2X,v2Y) <- getObjectSpeed o2
-                        (s1X,s1Y) <- getObjectSize o1
-                        (s2X,s2Y) <- getObjectSize o2
-        
-                        let aX1 = p1X - (s1X/2) + v1X
-                            aX2 = p1X + (s1X/2) + v1X
-                            aY1 = p1Y - (s1Y/2) + v1Y
-                            aY2 = p1Y + (s1Y/2) + v1Y
-
-                            bX1 = p2X - (s2X/2) + v2X
-                            bX2 = p2X + (s2X/2) + v2X
-                            bY1 = p2Y - (s2Y/2) + v2Y
-                            bY2 = p2Y + (s2Y/2) + v2Y
-                        return ((bX1 < aX2) && (aX1 < bX2) && (bY1 < aY2) && (aY1 < bY2))
-
-objectListObjectCollision :: [(GameObject s)] -> GameObject s -> IOGame t s u v Bool
-objectListObjectCollision [] _ = return False
-objectListObjectCollision (a:as) b = do
-        col <- objectsCollision a b
-        if col
-                then (return True)
-                else (objectListObjectCollision as b)
-
-objectListObjectFutureCollision :: [(GameObject s)] -> GameObject s -> IOGame t s u v Bool
-objectListObjectFutureCollision [] _ = return False
-objectListObjectFutureCollision (a:as) b = do
-        col <- objectsFutureCollision a b
-        if col
-                then (return True)
-                else (objectListObjectFutureCollision as b)
-
-pointsObjectCollision :: GLdouble -> GLdouble -> GLdouble -> GLdouble -> GameObject s -> IOGame t s u v Bool
-pointsObjectCollision p1X p1Y s1X s1Y o2 = do
-        asleep <- getObjectAsleep o2
-        if asleep
-                then (return False)
-                else do (p2X,p2Y) <- getObjectPosition o2
-                        (s2X,s2Y) <- getObjectSize o2
-
-                        let aX1 = p1X - (s1X/2)
-                            aX2 = p1X + (s1X/2)
-                            aY1 = p1Y - (s1Y/2)
-                            aY2 = p1Y + (s1Y/2)
-        
-                            bX1 = p2X - (s2X/2)
-                            bX2 = p2X + (s2X/2)
-                            bY1 = p2Y - (s2Y/2)
-                            bY2 = p2Y + (s2Y/2)
-                        return ((bX1 < aX2) && (aX1 < bX2) && (bY1 < aY2) && (aY1 < bY2))
-                         
-pointsObjectListCollision :: GLdouble -> GLdouble -> GLdouble -> GLdouble -> [(GameObject s)] -> IOGame t s u v Bool
-pointsObjectListCollision _ _ _ _ [] = return False
-pointsObjectListCollision p1X p1Y s1X s1Y (o:os) = do
-        col <- pointsObjectCollision p1X p1Y s1X s1Y o
-        if col
-                then (return True)
-                else (pointsObjectListCollision p1X p1Y s1X s1Y os)
-
------------------------------------------------
---              TEXT ROUTINES                --
------------------------------------------------
--- | prints a string in the prompt
-printOnPrompt :: Show a => a -> IOGame t s u v ()
-printOnPrompt a = liftIOtoIOGame' print a
-
--- | prints a string in the current window
-printOnScreen :: String -> BitmapFont -> (GLdouble,GLdouble) -> GLclampf -> GLclampf -> GLclampf -> IOGame t s u v ()
-printOnScreen text font pos r g b = do
-        t <- getTextList
-        setTextList ([(text,font,pos,r,g,b)] ++ t)
-
--- | internal use of the engine
-printText :: IOGame t s u v ()
-printText = do
-        t <- getTextList
-        liftIOtoIOGame $ putGameText t
-        setTextList []
-
------------------------------------------------
---     RANDOM NUMBER GENERATOR ROUTINES      --
------------------------------------------------
-randomInt :: (Int,Int) -> IOGame t s u v Int
-randomInt (x,y) = liftIOtoIOGame $ randInt (x,y)
-
-randomFloat :: (Float,Float) -> IOGame t s u v Float
-randomFloat (x,y) = liftIOtoIOGame $ randFloat (x,y)
-
-randomDouble :: (Double,Double) -> IOGame t s u v Double
-randomDouble (x,y) = liftIOtoIOGame $ randDouble (x,y)
-
------------------------------------------------
---           DEBUGGING ROUTINES              --
------------------------------------------------
-
--- | shows the frame rate (or frame per seconds) 
-showFPS :: BitmapFont -> (GLdouble,GLdouble) -> GLclampf -> GLclampf -> GLclampf -> IOGame t s u v ()
-showFPS font pos r g b = do
-	(framei,timebasei,fps) <- getFpsInfo
-	timei <- getElapsedTime
-	let frame = (toEnum (framei + 1)) :: Float
-	    timebase = (toEnum timebasei) :: Float
-	    time = (toEnum timei) :: Float
-	if (timei - timebasei > 1000)
-		then setFpsInfo (0,timei,(frame*(toEnum 1000)/(time-timebase)))
-		else setFpsInfo ((framei + 1),timebasei,fps)
-	printOnScreen (printf "%.1f" fps) font pos r g b
-
--- | get the elapsed time of the game
-getElapsedTime :: IOGame t s u v Int
-getElapsedTime = liftIOtoIOGame $ get elapsedTime
-
--- | delay for N  seconds while continuing essential game functions
-wait :: Int -> IOGame t s u v ()
-wait delay = do
-	printText 				    -- force text messages to be printed (is not working properly!)
-	(framei,timebasei,fps) <- getFpsInfo
-	setFpsInfo (framei,(timebasei + delay),fps) -- helps FPS info to be displayed correctly (if requested)
-	startTime <- getElapsedTime
-	
-	waitAux delay startTime
-
-waitAux :: Int -> Int -> IOGame t s u v ()
-waitAux delay startTime = do
-	presentTime <- getElapsedTime
-	if (presentTime - startTime > delay)
-		then return ()
-		else waitAux delay startTime
-	
− Graphics/UI/Fungen/Init.hs
@@ -1,73 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module contains the initialization procedures.
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Init (
-        funInit
-        ,funExit
-)where
-
-import Graphics.UI.Fungen.Types
-import Graphics.UI.Fungen.Loader(FilePictureList)
-import Graphics.UI.Fungen.Display
-import Graphics.UI.Fungen.Input
-import Graphics.UI.Fungen.Map
-import Graphics.UI.Fungen.Objects
-import Graphics.UI.Fungen.Game
-import Graphics.UI.Fungen.Timer
-import Graphics.Rendering.OpenGL
-import Graphics.UI.GLUT
-import System.Exit
-
--- | Build a FunGEn game and start it running.
-funInit :: WindowConfig           -- ^ main window config
-        -> GameMap v              -- ^ background tile map
-        -> [(ObjectManager s)]    -- ^ object (sprite) groups
-        -> u                      -- ^ initial game state
-        -> t                      -- ^ initial game attribute
-        -> [InputBinding t s u v] -- ^ input bindings
-        -> IOGame t s u v ()      -- ^ step action
-        -> RefreshType            -- ^ timing type
-        -> FilePictureList        -- ^ image files to load
-        -> IO ()
-funInit winConfig@((px,py),(sx,sy),t) userMap objectGroups gState gAttrib i gameCicle r picList = do
-        initialize "FunGen app" []
-        createWindow t -- (return ()) [ Double, RGBA ]
-        windowPosition $= Position (fromIntegral px) (fromIntegral py)
-        windowSize     $= Size     (fromIntegral sx) (fromIntegral sy)
-        basicInit sx sy
-        game <- createGame userMap objectGroups winConfig gState gAttrib picList
-        (bindKey, stillDown) <- funInitInput i game
-        displayCallback $= (display game gameCicle)
-        setRefresh r stillDown
-        mainLoop
-        
-basicInit :: Int -> Int -> IO ()
-basicInit sx sy = do
-        clearColor $= (Color4 0 0 0 0)
-        clear [ColorBuffer]
-        blend $= Enabled
-        blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-        hint PerspectiveCorrection $= Nicest
-        matrixMode $= Projection
-        loadIdentity
-        ortho 0.0 (fromIntegral sx) 0.0 (fromIntegral sy) (-1.0) 1.0
-        matrixMode $= Modelview 0
-        loadIdentity
-
--- | Exit the program successfully (from within a game action).
-funExit :: IOGame t s u v ()
-funExit = liftIOtoIOGame' exitWith ExitSuccess
-
− Graphics/UI/Fungen/Input.hs
@@ -1,47 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module controls the user input (mouse, keyboard, joystick...)
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Input (
-        InputBinding, InputHandler,
-        KeyEvent(..), Key(..), SpecialKey(..), MouseButton(..), Modifiers(..), Position(..),
-        funInitInput
-) where
-
-import Graphics.UI.Fungen.Game
-import Graphics.UI.GLUT
-import Graphics.UI.GLUT.Input (KeyEvent(..), KeyBinder, StillDownHandler, glutInitInput)
-
--- | A FunGEn input handler is like an IOGame (game action) that takes
--- two extra arguments: the current keyboard modifiers state, and the
--- current mouse position. (For a StillDown event, these will be the
--- original state and position from the Press event.)
-type InputHandler t s u v = Modifiers -> Position -> IOGame t s u v ()
-
--- | A mapping from an input event to an input handler.
-type InputBinding t s u v = (Key, KeyEvent, InputHandler t s u v)
-
--- | Initialise the input system, which keeps a list of input event to
--- action bindings and executes the the proper actions automatically.
--- Returns a function for adding bindings (GLUT's - should return the
--- FunGEn-aware one instead ?), and another which should be called
--- periodically (eg from refresh) to trigger still-down actions.
-funInitInput :: [InputBinding t s u v] -> Game t s u v -> IO (KeyBinder, StillDownHandler)
-funInitInput bindings game = do
-  (glutBindKey, glutStillDown) <- glutInitInput
-  let funBindKey (key, keyEvent, inputHandler) =
-        glutBindKey key keyEvent (Just (\mods pos -> runIOGameM (inputHandler mods pos) game))
-  mapM funBindKey bindings
-  return (glutBindKey, glutStillDown)
− Graphics/UI/Fungen/Loader.hs
@@ -1,83 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module loads [bmp] files.
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Loader (
-        loadBitmap, loadBitmapList, FilePictureList
-) where
-
-import Graphics.Rendering.OpenGL
-import System.IO
-import Foreign
-import Graphics.UI.Fungen.Types
-import Graphics.UI.Fungen.Util
-import Graphics.UI.Fungen.Types(ColorList3, AwbfBitmap)
-
-binAux :: String
-binAux = "000000000000000000000000"
-
-type BmpList = [(GLubyte, GLubyte, GLubyte, GLubyte)]
-type FilePictureList = [(FilePath,InvList)]
-
--- | Loads a bitmap from a file.
-loadBitmap :: FilePath -> Maybe ColorList3 -> IO AwbfBitmap
-loadBitmap bmName invList = do
-        bmFile <- openBinaryFile bmName (ReadMode)
-        bmString <- hGetContents bmFile
-        (bmW,bmH) <- getWH (dropGLsizei 18 bmString)
-        bmData <- getBmData (dropGLsizei 54 bmString) (bmW,bmH) invList
-        hClose bmFile
-        return (bmW,bmH,bmData)
-
--- | Loads n bitmaps from n files.
-loadBitmapList :: [(FilePath, Maybe ColorList3)] -> IO [AwbfBitmap]
-loadBitmapList bmps = do
-        bmList <- loadBmListAux bmps []
-        return (reverse bmList)
-
-loadBmListAux :: [(FilePath, Maybe ColorList3)] -> [AwbfBitmap] -> IO [AwbfBitmap]
-loadBmListAux [] bmList = return (bmList)
-loadBmListAux ((n,l):as) bmList = do
-        bm <- loadBitmap n l
-        loadBmListAux as (bm:bmList)
-
-getWH :: String -> IO (GLsizei,GLsizei)
-getWH (a:b:c:d:e:f:g:h:_) = do
-        return ( (op (bin a) 0) + (op (bin b) 8) + (op (bin c) 16) + (op (bin d) 24),
-                 (op (bin e) 0) + (op (bin f) 8) + (op (bin g) 16) + (op (bin h) 24))
-                 where bin x = toBinary(fromEnum x)
-                       op x n = toDecimal(shiftLeft(binAux ++ (make0 (8 - (length x)) ++ x)) n)
-getWH _ = error "Loader.getWH error: strange bitmap file"                    
-
-getBmData :: String -> (GLsizei,GLsizei) -> Maybe ColorList3 -> IO (PixelData GLubyte)
-getBmData bmString (bmW,bmH) invList = 
-        let colorList = makeColorList bmString (bmW,bmH) in
-        newArray [Color4 r g b a | (r,g,b,a) <- addInvisiblity colorList invList] >>= \bmData ->
-        return (PixelData RGBA UnsignedByte (castPtr bmData))
-        
-addInvisiblity :: ColorList3 -> Maybe ColorList3 -> BmpList
-addInvisiblity [] _ = []
-addInvisiblity l Nothing = map (\(r,g,b) -> (r,g,b,255)) l
-addInvisiblity ((r,g,b):as) i@(Just invList) | (r,g,b) `elem` invList = ((r,g,b,0):(addInvisiblity as i))
-                                             | otherwise = ((r,g,b,255):(addInvisiblity as i))
-                                             
-makeColorList :: String -> (GLsizei,GLsizei) -> [(GLubyte, GLubyte, GLubyte)]
-makeColorList bmString (bmW,bmH) = makeColorListAux (bmW `mod` 4) bmString (bmW*bmH) (bmW,bmW)
-                        
-makeColorListAux :: GLsizei -> String -> GLsizei -> (GLsizei,GLsizei) -> [(GLubyte, GLubyte, GLubyte)]
-makeColorListAux _ _ 0 _ = []
-makeColorListAux x bmString totVert (0,bmW) = makeColorListAux x (dropGLsizei x bmString) totVert (bmW,bmW)
-makeColorListAux x (b:g:r:bmString) totVert (n,bmW) = (ord2 r,ord2 g,ord2 b): (makeColorListAux x bmString (totVert - 1) (n - 1,bmW))
-makeColorListAux _ _ _ _ = error "Loader.makeColorListAux error: strange bitmap file"
− Graphics/UI/Fungen/Map.hs
@@ -1,239 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module contains the map (game background) routines.
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Map (
-  GameMap, Tile, TileMatrix,
-  -- ** creating
-  colorMap, textureMap, tileMap, multiMap,
-  -- ** map attributes
-  isTileMap, isMultiMap, getMapSize, getTileMapTileMatrix, getTileMapScroll, getTileMapSize, getTileMapTileSize,
-  -- ** map tiles
-  getTilePictureIndex, getTileBlocked, getTileMoveCost, getTileSpecialAttribute,
-  -- ** setting the current map
-  getCurrentMap, updateCurrentMap, updateCurrentIndex,
-  -- ** drawing
-  drawGameMap, clearGameScreen,
-) where
-
-import Graphics.UI.Fungen.Types
-import Graphics.UI.Fungen.Util
-import Graphics.Rendering.OpenGL
-
-type Tile t = (Int,Bool,Float,t) -- index of picture, possibility to move, cost to move, additional params
-type TileMatrix t = [[(Tile t)]]
-type TileLine t = [(Tile t)]
-
-data GameMap t
-        = ColorMap (Color4 GLclampf) Point2D -- color of the map / size of the map
-        | TextureMap Int Point2D Point2D Point2D Point2D  -- texture id / size of texture / present scroll (visible window bottom & left) / scroll speed (X,Y) / size of the map
-        | TileMap (TileMatrix t)  Point2D Point2D Point2D Point2D  -- texture handles / tiles matrix / size of tile / present scroll (visible window bottom & left) / scroll speed (X,Y) / size of the map
-        | MultiMap [(GameMap t)] Int -- list of maps/current map
---      | PolygMap [Primitive]
-
-getMapSize :: GameMap t -> Point2D
-getMapSize (ColorMap _ s) = s
-getMapSize (TextureMap _ _ _ _ s) = s
-getMapSize (TileMap _ _ _ _ s) = s
-getMapSize (MultiMap _ _) = error "Map.getMapSize error: getMapSize cannot be applied with MultiMaps!"
-
-----------------------------
--- * special TileMap routines
-----------------------------
-
-isTileMap ::  GameMap t -> Bool
-isTileMap (TileMap _ _ _ _ _) = True
-isTileMap _ = False
-
-getTileMapTileMatrix :: GameMap t -> TileMatrix t
-getTileMapTileMatrix (TileMap m _ _ _ _) = m
-getTileMapTileMatrix _ = error "Map.getTileMapTileMatrix error: game map is not a tile map!"
-
-getTileMapTileSize :: GameMap t -> Point2D
-getTileMapTileSize (TileMap _ ts _ _ _) = ts
-getTileMapTileSize _ = error "Map.getTileMapTileSize error: game map is not a tile map!"
-
-getTileMapScroll :: GameMap t -> Point2D
-getTileMapScroll (TileMap _ _ s _ _) = s
-getTileMapScroll _ = error "Map.getTileMapScroll error: game map is not a tile map!"
-
-getTileMapSize :: GameMap t -> Point2D
-getTileMapSize (TileMap _ _ _ _ s) = s
-getTileMapSize _ = error "Map.getTileMapSize error: game map is not a tile map!"
-
-
-------------------------------
--- * get routines for a Tile
-------------------------------
-
-getTilePictureIndex :: Tile t -> Int
-getTilePictureIndex (i,_,_,_) = i
-
-getTileBlocked :: Tile t -> Bool
-getTileBlocked (_,b,_,_) = b
-
-getTileMoveCost :: Tile t -> Float
-getTileMoveCost (_,_,m,_) = m
-
-getTileSpecialAttribute:: Tile t -> t
-getTileSpecialAttribute (_,_,_,t) = t
-
-
--------------------------------
--- * get routines for a MultiMap
--------------------------------
-
-getCurrentMap :: GameMap t -> GameMap t
-getCurrentMap (MultiMap l i) = (l !! i)
-getCurrentMap _ = error "Map.getCurrentMap error: getCurrentMap can only be applied with MultiMaps!"
-
-updateCurrentMap :: GameMap t -> GameMap t -> GameMap t
-updateCurrentMap (MultiMap l i) newMap = MultiMap (newMapList l newMap i) i
-updateCurrentMap _ _ = error "Map.updateCurrentMap error: updateCurrentMap can only be applied with MultiMaps!"
-
--- internal use only!
-newMapList :: [(GameMap t)] -> GameMap t -> Int -> [(GameMap t)]
-newMapList [] _ _ = error "Map.newMapList error: please report this bug to awbf@uol.com.br"
-newMapList (_:ms) newMap 0 = newMap:ms
-newMapList (m:ms) newMap n = m:(newMapList ms newMap (n - 1))
-
-isMultiMap :: GameMap t -> Bool
-isMultiMap (MultiMap _ _) = True
-isMultiMap _ = False
-
-updateCurrentIndex :: GameMap t -> Int -> GameMap t
-updateCurrentIndex (MultiMap mapList _) i | (i >= (length mapList)) = error "Map.updateMultiMapIndex error: map index out of range!"
-					  | otherwise = (MultiMap mapList i)
-updateCurrentIndex _ _ = error "Map.updateCurrentIndex error: the game map is not a MultiMap!"
-
------------------------------
--- * creation of maps
------------------------------
-
--- | creates a PreColorMap
-colorMap :: GLclampf -> GLclampf -> GLclampf -> GLdouble -> GLdouble -> GameMap t
-colorMap r g b sX sY = ColorMap (Color4 r g b 1.0) (sX,sY)
-
--- | creates a PreTextureMap
-textureMap :: Int -> GLdouble -> GLdouble -> GLdouble -> GLdouble -> GameMap t
-textureMap texId tX tY sX sY = TextureMap texId (tX,tY) (0,0) (0,0) (sX,sY)
-
--- | creates a PreTileMap, cheking if the tileMatrix given is valid and automatically defining the map size
-tileMap :: TileMatrix t -> GLdouble -> GLdouble -> GameMap t
-tileMap matrix tX tY | matrixOk matrix = TileMap matrix (tX,tY) (0,0) (0,0) (sX,sY)
-                     | otherwise = error "Map.tileMap error: each line of your TileMap must have the same number of tiles!"
-                   where sX = ((fromIntegral.length.head) matrix) * tX
-                         sY = ((fromIntegral.length) matrix) * tY
-
--- | creates a multimap
-multiMap :: [(GameMap t)] -> Int -> GameMap t
-multiMap [] _ = error "Map.multiMap  error: the MultiMap map list should not be empty!"
-multiMap mapList currentMap | (currentMap >= (length mapList)) = error "Map.multiMap error: map index out of range!"
-			    | (mapListContainsMultiMap mapList) = error "Map.multiMap error: a MultiMap should not contain another MultiMap!"
-			    | otherwise = MultiMap mapList currentMap
-
--- checks if a GameMap list contains a multimap (internal use only!)
-mapListContainsMultiMap :: [(GameMap t)] -> Bool
-mapListContainsMultiMap [] = False
-mapListContainsMultiMap (a:as) | (isMultiMap a) = True
-			       | otherwise = mapListContainsMultiMap as
-
--- checks if the tile matrix is a square matrix
-matrixOk :: TileMatrix t -> Bool
-matrixOk [] = False
-matrixOk (m:ms) = matrixOkAux (length m) ms
-
-matrixOkAux :: Int -> TileMatrix t -> Bool
-matrixOkAux _ [] = True
-matrixOkAux s (m:ms) | (length m) == s = matrixOkAux s ms
-                     | otherwise = False
-
-
-----------------------------------------
--- * map drawing
-----------------------------------------
-
--- | clear the screen
-clearGameScreen :: GLclampf -> GLclampf -> GLclampf -> IO ()
-clearGameScreen r g b = do
-        clearColor $= (Color4 r g b 1.0)
-        clear [ColorBuffer]
-
--- | draw the background map
-drawGameMap :: GameMap t -> Point2D -> [TextureObject] -> IO ()
-drawGameMap (ColorMap c _) _ _ = do
-        clearColor $= c
-        clear [ColorBuffer]
-        clearColor $= (Color4 0 0 0 0) -- performance drawback?
-drawGameMap (TextureMap texId (tX,tY) (vX,vY) _ _) winSize texList = do
-        texture Texture2D $= Enabled
-        bindTexture Texture2D (texList !! texId)
-        drawTextureMap (tX,tY) (new_winX, new_winY) winSize new_winY texList
-        texture Texture2D $= Disabled
-        where new_winX | (vX >= 0) = - vX
-                       | otherwise = - vX - tX
-              new_winY | (vY >= 0) = - vY
-                       | otherwise = - vY - tY
-drawGameMap (TileMap matrix size visible _ _) winSize texList = do
-        texture Texture2D $= Enabled
-        drawTileMap (reverse matrix) size visible winSize 0.0 texList
-        texture Texture2D $= Disabled
-drawGameMap (MultiMap _ _) _ _ = error "Map.drawGameMap error: drawGameMap cannot be applied with MultiMaps!"
-
--- size of texture, drawing position relative to (X,Y) axis of window, lowest Y drawing position
-drawTextureMap :: Point2D -> Point2D -> Point2D -> GLdouble -> [TextureObject] -> IO ()
-drawTextureMap (tX,tY) (winX,winY) (winWidth,winHeight) baseY texList
-        | (winY > winHeight) = drawTextureMap (tX,tY) (winX + tX, baseY) (winWidth,winHeight) baseY texList
-        | (winX > winWidth) = return ()
-        | otherwise = do
-                loadIdentity
-                translate (Vector3 winX winY (0 :: GLdouble) )
-                color (Color3 1.0 1.0 1.0 :: Color3 GLfloat)
-                renderPrimitive Quads $ do
-                        texCoord $ TexCoord2 0.0 (0.0 :: GLdouble);  vertex $ Vertex3 0.0 0.0 (0.0 :: GLdouble)
-                        texCoord $ TexCoord2 1.0 (0.0 :: GLdouble);  vertex $ Vertex3  tX 0.0 (0.0 :: GLdouble)
-                        texCoord $ TexCoord2 1.0 (1.0 :: GLdouble);  vertex $ Vertex3  tX  tY (0.0 :: GLdouble)
-                        texCoord $ TexCoord2 0.0 (1.0 :: GLdouble);  vertex $ Vertex3 0.0  tY (0.0 :: GLdouble)
-                drawTextureMap (tX,tY) (winX,winY + tY) (winWidth,winHeight) baseY texList
-                
--- textures handles, tile matrix, size of texture, (X,Y) scroll, drawing position relative to Y axis of window
-drawTileMap :: TileMatrix t -> Point2D -> Point2D -> Point2D -> GLdouble -> [TextureObject] -> IO ()
-drawTileMap [] _ _ _ _ _ = return () -- no more tile lines to drawn, so we're done here!
-drawTileMap (a:as) (tX,tY) (sX,sY) (winWidth,winHeight) winY texList
-        | (sY >= tY) = drawTileMap as (tX,tY) (sX,sY-tY) (winWidth,winHeight) winY texList -- scrolls in the Y axis
-        | (winY > winHeight) = return () -- drawing position is higher than the Y window coordinate
-        | otherwise = do
-                drawTileMapLine a (tX,tY) sX (0.0,winY-sY) winWidth texList
-                drawTileMap as (tX,tY) (sX,sY) (winWidth,winHeight) (winY - sY + tY) texList
-
--- textures handles, tile line, size of texture, X scroll, drawing position relative to (X,Y) axis of window            
-drawTileMapLine :: TileLine t -> Point2D -> GLdouble -> Point2D -> GLdouble -> [TextureObject] -> IO ()
-drawTileMapLine [] _ _ _ _ _ = return () -- no more tiles to drawn, so we're done here!
-drawTileMapLine (a:as) (tX,tY) sX (winX,winY) winWidth texList
-        | (sX >= tX) = drawTileMapLine as (tX,tY) (sX-tX) (winX,winY) winWidth texList -- scrolls in the X axis
-        | (winX > winWidth) = return () -- drawing position is higher than the X window coordinate
-        | otherwise = do
-                bindTexture Texture2D (texList !! (getTilePictureIndex a))
-                loadIdentity
-                translate (Vector3 (new_winX) winY (0 :: GLdouble) )
-                color (Color3 1.0 1.0 1.0 :: Color3 GLfloat)
-                renderPrimitive Quads $ do
-                        texCoord $ TexCoord2 0.0 (0.0 :: GLdouble);  vertex $ Vertex3 0.0 0.0 (0.0 :: GLdouble)
-                        texCoord $ TexCoord2 1.0 (0.0 :: GLdouble);  vertex $ Vertex3  tX 0.0 (0.0 :: GLdouble)
-                        texCoord $ TexCoord2 1.0 (1.0 :: GLdouble);  vertex $ Vertex3  tX  tY (0.0 :: GLdouble)
-                        texCoord $ TexCoord2 0.0 (1.0 :: GLdouble);  vertex $ Vertex3 0.0  tY (0.0 :: GLdouble)
-                drawTileMapLine as (tX,tY) sX (new_winX + sX + tX,winY) winWidth texList
-                where new_winX | (sX >= 0) = winX + sX
-                               | otherwise = winX + sX
− Graphics/UI/Fungen/Objects.hs
@@ -1,338 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This module contains the FunGEn objects procedures
--}
-{- 
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Objects (
-  ObjectManager,
-  GameObject,
-  ObjectPicture(..), Primitive(..),
-  FillMode (..),
-  -- ** creating
-  object,
-  -- ** object attributes
-  getGameObjectId, getGameObjectName, getGameObjectManagerName, getGameObjectAsleep,
-  getGameObjectPosition, getGameObjectSize, getGameObjectSpeed, getGameObjectAttribute,
-  -- ** updating
-  updateObject, updateObjectAsleep, updateObjectSize, updateObjectPosition,
-  updateObjectSpeed, updateObjectAttribute, updateObjectPicture,
-  -- ** drawing
-  drawGameObjects, drawGameObject,
-  -- ** moving
-  moveGameObjects,
-  -- ** destroying
-  destroyGameObject,
-  -- ** groups of objects
-  objectGroup, addObjectsToManager,
-  getObjectManagerName, getObjectManagerCounter , getObjectManagerObjects,
-  -- ** searching
-  findObjectFromId, searchObjectManager, searchGameObject,
-) where
-
-import Graphics.UI.Fungen.Types
-import Graphics.UI.Fungen.Util
-import Graphics.Rendering.OpenGL hiding (Primitive)
-import Graphics.UI.GLUT hiding (Primitive)
-
-data GameObject t = GO {
-    objId	   :: Integer,
-    objName        :: String,
-    objManagerName :: String,
-    objPicture     :: GameObjectPicture,
-    objAsleep      :: Bool,
-    objSize        :: Point2D,
-    objPosition    :: Point2D,
-    objSpeed       :: Point2D,
-    objAttribute   :: t
-    }
-
-data ObjectManager t = OM {
-    mngName    :: String,		-- name of the manager
-    mngCounter :: Integer,		-- next current avaible index for a new object
-    mngObjects :: [(GameObject t)]	-- the SET of objects
-    }
-
-data GamePrimitive
-    = P [Vertex3 GLdouble] (Color4 GLfloat) FillMode
-    | C GLdouble (Color4 GLfloat) FillMode
-
-data GameObjectPicture
-    = Tx Int
-    | B GamePrimitive
---  | A [TextureObject] Int -- miliseconds between frames
-
-data Primitive
-    = Polyg [Point2D] GLfloat GLfloat GLfloat FillMode -- the points (must be in CCW order!), color, fill mode
-    | Circle GLdouble GLfloat GLfloat GLfloat FillMode -- color, radius, fill mode
-    
-data ObjectPicture
-    = Tex (GLdouble,GLdouble) Int -- size, current texture
-    | Basic Primitive
---  | Animation [(FilePath,InvList)] Int -- (path to file, invisible colors), miliseconds between frames
-
-data FillMode
-    = Filled
-    | Unfilled
-    deriving Eq
-
--------------------------------------------
--- get & updating routines for GameObjects
--------------------------------------------
-getGameObjectId :: GameObject t -> Integer
-getGameObjectId = objId
-
-getGameObjectName :: GameObject t -> String
-getGameObjectName = objName
-
-getGameObjectManagerName :: GameObject t -> String
-getGameObjectManagerName = objManagerName
-
--- internal use only!
-getGameObjectPicture :: GameObject t -> GameObjectPicture
-getGameObjectPicture = objPicture
-
-getGameObjectAsleep :: GameObject t -> Bool
-getGameObjectAsleep = objAsleep
-
-getGameObjectSize :: GameObject t -> (GLdouble,GLdouble)
-getGameObjectSize o = (realToFrac sX,realToFrac sY)
-                      where (sX,sY) = objSize o
-
-getGameObjectPosition :: GameObject t -> (GLdouble,GLdouble)
-getGameObjectPosition o = (realToFrac pX,realToFrac pY)
-                          where (pX,pY) = objPosition o
-
-getGameObjectSpeed :: GameObject t -> (GLdouble,GLdouble)
-getGameObjectSpeed o = (realToFrac sX,realToFrac sY)
-                       where (sX,sY) = objSpeed o
-
-getGameObjectAttribute :: GameObject t -> t
-getGameObjectAttribute = objAttribute
-
-updateObjectPicture :: Int -> Int -> GameObject t -> GameObject t
-updateObjectPicture newIndex maxIndex obj =
-    case (getGameObjectPicture obj) of
-        Tx _ -> if (newIndex <= maxIndex)
-                        then (obj {objPicture = Tx newIndex})
-                        else (error ("Objects.updateObjectPicture error: picture index out of range for object " ++
-                              (getGameObjectName obj) ++ " of group " ++ (getGameObjectManagerName obj)))
-        _ -> error ("Objects.updateObjectPicture error: object " ++ (getGameObjectName obj) ++
-                     " of group " ++ (getGameObjectManagerName obj) ++ " is not a textured object!")
-
-updateObjectAsleep :: Bool -> GameObject t -> GameObject t
-updateObjectAsleep asleep o = o {objAsleep = asleep}
-
-updateObjectSize :: (GLdouble,GLdouble) -> GameObject t -> GameObject t
-updateObjectSize (sX,sY) o = o {objSize = (realToFrac sX, realToFrac sY)}
-
-updateObjectPosition :: (GLdouble,GLdouble) -> GameObject t -> GameObject t
-updateObjectPosition (pX,pY) o = o {objPosition = (realToFrac pX, realToFrac pY)}
-
-updateObjectSpeed :: (GLdouble,GLdouble) -> GameObject t -> GameObject t
-updateObjectSpeed (sX,sY) o = o {objSpeed = (realToFrac sX, realToFrac sY)}
-
-updateObjectAttribute :: t -> GameObject t -> GameObject t
-updateObjectAttribute oAttrib o = o {objAttribute = oAttrib}
-
-----------------------------------------------
--- get & updating routines for ObjectManagers
-----------------------------------------------
-getObjectManagerName :: ObjectManager t -> String
-getObjectManagerName = mngName
-
-getObjectManagerCounter :: ObjectManager t -> Integer
-getObjectManagerCounter = mngCounter
-
-getObjectManagerObjects :: ObjectManager t -> [(GameObject t)]
-getObjectManagerObjects = mngObjects
-
-updateObjectManagerObjects :: [(GameObject t)] -> ObjectManager t -> ObjectManager t
-updateObjectManagerObjects objs mng = mng {mngObjects = objs}
-
-----------------------------------------
--- initialization of GameObjects
-----------------------------------------
-object :: String -> ObjectPicture -> Bool -> (GLdouble,GLdouble) -> (GLdouble,GLdouble) -> t -> GameObject t
-object name pic asleep pos speed oAttrib = let (picture, size) = createPicture pic in
-			GO {
-			objId          = 0,
-			objName        = name,
-			objManagerName = "object not grouped yet!",
-			objPicture     = picture,
-			objAsleep      = asleep,
-			objSize        = size,
-			objPosition    = pos,
-			objSpeed       = speed,
-			objAttribute   = oAttrib
-			}
-
-createPicture :: ObjectPicture -> (GameObjectPicture,Point2D)
-createPicture (Basic (Polyg points r g b fillMode))  = (B (P (point2DtoVertex3 points) (Color4 r g b 1.0) fillMode),findSize points)
-createPicture (Basic (Circle radius r g b fillMode)) = (B (C radius (Color4 r g b 1.0) fillMode),(2 * radius,2 * radius))
-createPicture (Tex size picIndex) = (Tx picIndex,size)
-
--- given a point list, finds the height and width
-findSize :: [Point2D] -> Point2D
-findSize l = ((x2 - x1),(y2 - y1))
-    where (xList,yList) = unzip l
-          (x2,y2) = (maximum xList,maximum yList)
-          (x1,y1) = (minimum xList,minimum yList)
-
-----------------------------------------------
--- grouping GameObjects and creating managers
-----------------------------------------------
-objectGroup :: String -> [(GameObject t)] -> (ObjectManager t)
-objectGroup name objs = OM {mngName = name, mngCounter = toEnum (length objs), mngObjects = objectGroupAux objs name 0}
-
-objectGroupAux :: [(GameObject t)] -> String -> Integer -> [(GameObject t)]
-objectGroupAux [] _ _ = []
-objectGroupAux (o:os) managerName oId = (o {objId = oId, objManagerName = managerName}):(objectGroupAux os managerName (oId + 1))
-
-addObjectsToManager :: [(GameObject t)] -> String -> [(ObjectManager t)] -> [(ObjectManager t)]
-addObjectsToManager _ managerName [] = error ("Objects.addObjectsToManager error: object manager " ++ managerName ++ " does not exists!")
-addObjectsToManager objs managerName (m:ms) | (getObjectManagerName m == managerName) = (addObjectsToManagerAux objs m):ms
-					    | otherwise = m:(addObjectsToManager objs managerName ms)
-
-
-addObjectsToManagerAux :: [(GameObject t)] -> ObjectManager t -> ObjectManager t
-addObjectsToManagerAux objs mng = let counter = getObjectManagerCounter mng
-				      newObjects = adjustNewObjects objs (getObjectManagerCounter mng) (getObjectManagerName mng)
-				  in mng {mngObjects = newObjects ++ (getObjectManagerObjects mng), mngCounter = counter + (toEnum (length objs))}
-
-adjustNewObjects :: [(GameObject t)] -> Integer -> String -> [(GameObject t)]
-adjustNewObjects [] _ _ = []
-adjustNewObjects (o:os) oId managerName = (o {objId = oId, objManagerName = managerName}):(adjustNewObjects os (oId + 1) managerName)
-
-------------------------------------------
--- draw routines
-------------------------------------------
-drawGameObjects :: [(ObjectManager t)] -> QuadricPrimitive -> [TextureObject] -> IO ()
-drawGameObjects [] _ _ = return ()
-drawGameObjects (m:ms) qobj picList = drawGameObjectList (getObjectManagerObjects m) qobj picList >> drawGameObjects ms qobj picList
-
-drawGameObjectList :: [(GameObject t)] -> QuadricPrimitive -> [TextureObject] -> IO ()
-drawGameObjectList [] _ _ = return ()
-drawGameObjectList (o:os) qobj picList | (getGameObjectAsleep o) = drawGameObjectList os qobj picList
-                                       | otherwise = drawGameObject o qobj picList >> drawGameObjectList os qobj picList
-
-drawGameObject :: GameObject t -> QuadricPrimitive -> [TextureObject] -> IO ()
-drawGameObject o qobj picList = do
-    loadIdentity
-    let (pX,pY) = getGameObjectPosition o
-        picture = getGameObjectPicture o
-    translate (Vector3 pX pY (0 :: GLdouble) )
-    case picture of
-        (B (P points c fillMode)) -> do
-                    color c
-                    if (fillMode == Filled)
-                        then (renderPrimitive Polygon  $ mapM_ vertex points)
-                        else (renderPrimitive LineLoop $ mapM_ vertex points) 
-
-        (B (C r c fillMode)) -> do
-                    color c
-                    renderQuadric style $ Disk 0 r 20 3
-                 where style = QuadricStyle Nothing NoTextureCoordinates Outside fillStyle
-                       fillStyle = if (fillMode == Filled) then FillStyle else SilhouetteStyle
-
-        (Tx picIndex) -> do
-                        texture Texture2D $= Enabled
-                        bindTexture Texture2D (picList !! picIndex)
-                        color (Color4 1.0 1.0 1.0 (1.0 :: GLfloat))
-                        renderPrimitive Quads $ do
-                            texCoord2 0.0 0.0;  vertex3 (-x) (-y) 0.0
-                            texCoord2 1.0 0.0;  vertex3   x  (-y) 0.0
-                            texCoord2 1.0 1.0;  vertex3   x    y  0.0
-                            texCoord2 0.0 1.0;  vertex3 (-x)   y  0.0
-                        texture Texture2D $= Disabled
-                   where (sX,sY) = getGameObjectSize o
-                         x = sX/2
-                         y = sY/2
-            
-------------------------------------------
--- search routines
-------------------------------------------
-
-findObjectFromId :: GameObject t -> [(ObjectManager t)] -> GameObject t
-findObjectFromId o mngs = findObjectFromIdAux (getGameObjectId o) (getGameObjectManagerName o) mngs
-
-findObjectFromIdAux :: Integer -> String ->  [(ObjectManager t)] -> GameObject t
-findObjectFromIdAux _ managerName [] = error ("Objects.findObjectFromIdAux error: object group " ++ managerName ++ " not found!")
-findObjectFromIdAux objectId managerName (m:ms) | (managerName == getObjectManagerName m) = searchFromId objectId (getObjectManagerObjects m)
-                     				| otherwise = findObjectFromIdAux objectId managerName ms
-
-searchFromId :: Integer -> [(GameObject t)] -> GameObject t
-searchFromId _ [] = error ("Objects.searchFromId error: object not found!")
-searchFromId objectId (o:os) | (objectId == getGameObjectId o) = o
-			     | otherwise = searchFromId objectId os
-
-
-searchObjectManager :: String -> [(ObjectManager t)] -> ObjectManager t
-searchObjectManager managerName [] = error ("Objects.searchObjectManager error: object group " ++ managerName ++ " not found!")
-searchObjectManager managerName (m:ms) | (getObjectManagerName m == managerName) = m
-                                       | otherwise = searchObjectManager managerName ms
-
-searchGameObject :: String -> ObjectManager t -> GameObject t
-searchGameObject objectName m = searchGameObjectAux objectName (getObjectManagerObjects m)
-
-searchGameObjectAux :: String -> [(GameObject t)] -> GameObject t
-searchGameObjectAux objectName [] = error ("Objects.searchGameObjectAux error: object " ++ objectName ++ " not found!")
-searchGameObjectAux objectName (a:as) | (getGameObjectName a == objectName) = a
-                                      | otherwise = searchGameObjectAux objectName as
-
-------------------------------------------
--- update routines
-------------------------------------------
-
--- substitutes an old object by a new one, given the function to be applied to the old object (whose id is given),
--- the name of its manager and the group of game managers.
-updateObject :: (GameObject t -> GameObject t) -> Integer -> String -> [(ObjectManager t)] -> [(ObjectManager t)]
-updateObject _ _ managerName [] = error ("Objects.updateObject error: object manager: " ++ managerName ++ " not found!")
-updateObject f objectId managerName (m:ms) | (getObjectManagerName m == managerName) = (updateObjectManagerObjects newObjects m):ms
-                                           | otherwise = m:(updateObject f objectId managerName ms)
-                        		   where newObjects = updateObjectAux f objectId (getObjectManagerObjects m)
-
-updateObjectAux :: (GameObject t -> GameObject t) -> Integer -> [(GameObject t)] -> [(GameObject t)]
-updateObjectAux _ _ [] = error ("Objects.updateObjectAux error: object not found!")
-updateObjectAux f objectId (o:os) | (getGameObjectId o == objectId) = (f o):os
-                                  | otherwise = o:(updateObjectAux f objectId os)
-
-------------------------------------------
--- moving routines
-------------------------------------------
-
--- modifies all objects position according to their speed
-moveGameObjects :: [(ObjectManager t)] -> [(ObjectManager t)]
-moveGameObjects [] = []
-moveGameObjects (m:ms) = (updateObjectManagerObjects (map moveSingleObject (getObjectManagerObjects m)) m):(moveGameObjects ms)
-
-moveSingleObject :: GameObject t -> GameObject t
-moveSingleObject o = if (getGameObjectAsleep o)
-                        then o
-                        else let (vX,vY) = getGameObjectSpeed o
-                                 (pX,pY) = getGameObjectPosition o
-                             in updateObjectPosition (pX + vX, pY + vY) o
-
-------------------------------------------
--- destroy routines
-------------------------------------------
-
-destroyGameObject :: String -> String -> [(ObjectManager t)] -> [(ObjectManager t)]
-destroyGameObject _ managerName [] = error ("Objects.destroyGameObject error: object manager: " ++ managerName ++ " not found!")
-destroyGameObject objectName managerName (m:ms) | (getObjectManagerName m == managerName) = (updateObjectManagerObjects newObjects m):ms
-                     | otherwise = m:(destroyGameObject objectName managerName ms)
-                       where newObjects = destroyGameObjectAux objectName (getObjectManagerObjects m)
-
-destroyGameObjectAux :: String -> [(GameObject t)] -> [(GameObject t)]
-destroyGameObjectAux objectName [] = error ("Objects.destroyGameObjectAux error: object: " ++ objectName ++ " not found!") 
-destroyGameObjectAux objectName (o:os) | (getGameObjectName o == objectName) = os
-                    | otherwise = o:(destroyGameObjectAux objectName os)
− Graphics/UI/Fungen/Text.hs
@@ -1,40 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module contains some functions to print text on the screen.
-Fonts supported: Bitmap9By15, Bitmap8By13, BitmapTimesRoman10, BitmapTimesRoman24
-		 BitmapHelvetica10, BitmapHelvetica12, BitmapHelvetica18
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Text (
-	BitmapFont(..),
-	Text,
-	putGameText
-) where
-
-import Graphics.UI.GLUT
-import Graphics.UI.Fungen.Types
-import Graphics.Rendering.OpenGL
-
--- | String to be printed, font, screen position, color RGB.
-type Text = (String,BitmapFont,Point2D,GLclampf,GLclampf,GLclampf)
-
--- | Display these texts on screen.
-putGameText :: [Text] -> IO ()
-putGameText [] = return ()
-putGameText ((text,font,(x,y),r,g,b):ts) = do
-	loadIdentity
-	color (Color3 r g b)
-	rasterPos (Vertex2 x y)
-	renderString font text
-	putGameText ts
− Graphics/UI/Fungen/Timer.hs
@@ -1,40 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module controls timing (how time-based functions will behave).
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Timer (
-        RefreshType(..),
-        setRefresh
-) where
-
-import Graphics.UI.GLUT
-import Graphics.UI.GLUT.Input
-
--- | Used by 'Graphics.UI.Fungen.funInit' to configure the main loop's timing strategy.
-data RefreshType
-        = Idle
-        | Timer Int
-
--- | Change the current timing strategy.
-setRefresh :: RefreshType -> StillDownHandler -> IO ()
-setRefresh Idle stillDown = idleCallback $= Just (stillDown >> postRedisplay Nothing)
-setRefresh (Timer t) stillDown = addTimerCallback t (timer stillDown t)
-
--- | Generate a GLUT timer callback.
-timer :: StillDownHandler -> Int -> TimerCallback
-timer stillDown t = do
-        stillDown
-        postRedisplay Nothing
-        addTimerCallback t (timer stillDown t)
− Graphics/UI/Fungen/Types.hs
@@ -1,42 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | This FunGEn module contains the FunGEN basic types. 
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Types (
-        WindowConfig,
-        Point2D,
-        ColorList3,
-        AwbfBitmap,
-        InvList,
-) where
-
-import Graphics.Rendering.OpenGL
-
--- | position, size and name of the window
-type WindowConfig = ((Int,Int),(Int,Int),String)
-
--- | a bidimensional point in space
-type Point2D = (GLdouble,GLdouble)
-
--- | color in RGB format
-type ColorList3 = [(GLubyte, GLubyte, GLubyte)]
-
--- | width, height and data of bitmap
-type AwbfBitmap = (GLsizei, GLsizei, PixelData GLubyte)
-
--- | invisible colors (in RGB) of bitmap
-type InvList = Maybe [(Int,Int,Int)]
-
-
-
− Graphics/UI/Fungen/Util.hs
@@ -1,154 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}
-{- | 
-This FunGEn module contains some auxiliary functions.
--}
-{- 
-
-FunGEN - Functional Game Engine
-http://www.cin.ufpe.br/~haskell/fungen
-Copyright (C) 2002  Andre Furtado <awbf@cin.ufpe.br>
-
-This code is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
--}
-
-module Graphics.UI.Fungen.Util (
-        texCoord2, vertex3, texStuff,
-        toRad,
-        randInt, randFloat, randDouble,
-        shiftLeft, toDecimal, pow2, toBinary, make0, dropGLsizei,
-        ord2,
-        addNoInvisibility,
-        racMod,
-        matrixToList, matrixSize, 
-        inv2color3, pathAndInv2color3List, point2DtoVertex3,
-        isEmpty,
-        when, unless,
-        bindTexture
-) where
-
-import Graphics.UI.Fungen.Types
-import Graphics.Rendering.OpenGL
-import System.Random
-
-texCoord2 :: GLdouble -> GLdouble -> IO ()
-texCoord2 x y = texCoord (TexCoord2 x y)
-
-vertex3 :: GLdouble -> GLdouble -> GLdouble -> IO ()
-vertex3 x y z = vertex (Vertex3 x y z)
-
-bindTexture :: TextureTarget -> TextureObject -> IO ()
-bindTexture tt to = textureBinding tt $= Just to
-
-texStuff :: [TextureObject] -> [AwbfBitmap] -> IO ()
-texStuff [] _ = return ()
-texStuff (t:ts) ((bmW,bmH,bmData):bms) = do
-        bindTexture Texture2D t
-        texImage2D Nothing NoProxy 0 RGBA' (TextureSize2D bmW bmH) 0 bmData
-        textureFilter Texture2D $= ((Nearest, Nothing), Nearest)
-        texStuff ts bms
-texStuff _ _ = return ()
-
-toRad :: Float -> Float
-toRad a = ((pi * a)/180)
-
-randInt :: (Int,Int) -> IO Int
-randInt (a,b) = randomRIO (a,b)
-
-randFloat :: (Float,Float) -> IO Float
-randFloat (a,b) = randomRIO (a,b)
-
-randDouble :: (Double,Double) -> IO Double
-randDouble (a,b) = randomRIO (a,b)
-
-shiftLeft :: String -> Int -> String
-shiftLeft a 0 = a
-shiftLeft (_:as) n = shiftLeft(as ++ "0") (n-1)
-shiftLeft _ _ = []
-
-toDecimal :: String -> GLsizei
-toDecimal a = toDecimalAux (reverse a) 32
-
-toDecimalAux :: String -> GLsizei -> GLsizei
-toDecimalAux [] _ = 0
-toDecimalAux _ 0 = 0
-toDecimalAux (a:as) n
-                | a == '0' = toDecimalAux as (n-1)
-                | otherwise = pow2 (32 - n) + toDecimalAux as (n-1)
-                
-pow2 :: GLsizei -> GLsizei
-pow2 0 = 1
-pow2 n = 2 * pow2(n-1)
-
-toBinary :: Int -> String
-toBinary n
-        | n < 2 = show n
-        | otherwise = toBinary (n `div` 2) ++ (show (n `mod` 2))
-        
-make0 :: Int -> String
-make0 0 = []
-make0 n = '0':(make0 (n-1))
-
-ord2 :: Char -> GLubyte
-ord2 a = (toEnum.fromEnum) a
-
-dropGLsizei                :: GLsizei -> [a] -> [a]
-dropGLsizei 0 xs            = xs
-dropGLsizei _ []            = []
-dropGLsizei n (_:xs) | n>0  = dropGLsizei (n-1) xs
-dropGLsizei _ _ = error "Util.dropGLsizei error: negative argument"
-
--- | to be used when no invisibility must be added when loading a file
-addNoInvisibility :: [FilePath] -> [(FilePath, Maybe ColorList3)]
-addNoInvisibility [] = []
-addNoInvisibility (a:as) = (a, Nothing):(addNoInvisibility as)
-
-racMod :: GLdouble -> GLdouble -> GLdouble
-racMod a b | (a >= 0) = racModPos a b
-           | otherwise = racModNeg a b
-
-racModPos :: GLdouble -> GLdouble -> GLdouble
-racModPos a b | (a - b < 0) = a
-              | otherwise = racModPos (a - b) b
-
-racModNeg :: GLdouble -> GLdouble -> GLdouble
-racModNeg a b | (a + b > 0) = a
-              | otherwise = racModPos (a + b) b
-
-matrixToList :: [[a]] -> [a]
-matrixToList [] = []
-matrixToList (a:as) = a ++ (matrixToList as)
-
--- | return the max indexes of a matrix (assumed that its lines have the same length)
-matrixSize ::  [[a]] -> (Int,Int)
-matrixSize [] = (0,0)
-matrixSize m@(a:_) = ((length m) - 1,(length a) - 1)
-
-inv2color3 :: InvList -> Maybe ColorList3
-inv2color3 Nothing = Nothing
-inv2color3 (Just l) = Just (inv2color3Aux l)
-
-inv2color3Aux :: [(Int,Int,Int)] -> [(GLubyte,GLubyte,GLubyte)]
-inv2color3Aux [] = []
-inv2color3Aux ((r,g,b):ls) = (z r,z g,z b):(inv2color3Aux ls)
-                 where z = toEnum.fromEnum
-
-pathAndInv2color3List :: (FilePath,InvList) -> (FilePath, Maybe ColorList3)
-pathAndInv2color3List (f,Nothing) = (f,Nothing)
-pathAndInv2color3List (f,Just l) = (f,Just (inv2color3Aux l))
-
-point2DtoVertex3 :: [Point2D] -> [Vertex3 GLdouble]
-point2DtoVertex3 [] = []
-point2DtoVertex3 ((x,y):as) = (Vertex3 x y 0.0):(point2DtoVertex3 as)
-
-isEmpty :: [a] -> Bool
-isEmpty [] = True
-isEmpty _ = False
-
-when         :: (Monad m) => Bool -> m () -> m ()
-when p s      = if p then s else return ()
-
-unless       :: (Monad m) => Bool -> m () -> m ()
-unless p s    = when (not p) s
− Graphics/UI/GLUT/Input.hs
@@ -1,103 +0,0 @@--- {-# OPTIONS_HADDOCK hide #-}
-{- |
-GLUT-based keyboard/mouse handling.
-
-Sven Panne 2000 <Sven.Panne@informatik.uni-muenchen.de>
-
-This provides a "still down" event in addition to GLUT's key/mouse
-button up/down events, and manages bindings from input events to actions.
-
--}
-
-module Graphics.UI.GLUT.Input (
-   Key(..), KeyEvent(..), KeyBinder, InputHandler, StillDownHandler, glutInitInput
-) where
-
-import Data.IORef(IORef, newIORef, readIORef, modifyIORef)
-import Data.List(deleteBy)
-import Graphics.UI.GLUT
-
----------------------------------------------------------------------------
-
-data KeyEvent = Press | StillDown | Release   deriving Eq
-
----------------------------------------------------------------------------
-
--- | A mutable list of keys (or mouse buttons), along with modifier
--- state and mouse position.
-type KeyTable = IORef [(Key, Modifiers, Position)]
-
-newKeyTable :: IO KeyTable
-newKeyTable = newIORef []
-
-getKeys :: KeyTable -> IO [(Key, Modifiers, Position)]
-getKeys = readIORef
-
-insertIntoKeyTable :: KeyTable -> Key -> Modifiers -> Position -> IO ()
-insertIntoKeyTable keyTab key mods pos = modifyIORef keyTab ((key,mods,pos):)
-
-deleteFromKeyTable :: KeyTable -> Key -> IO ()
-deleteFromKeyTable keyTab key = modifyIORef keyTab (deleteBy (\(k,_,_) (l,_,_) -> k==l) (key, nullmods, nullpos))
-  where nullmods = Modifiers Up Up Up
-        nullpos = Position 0 0
-
----------------------------------------------------------------------------
-
-type InputHandler = Modifiers -> Position -> IO ()
-
-type KeyBinder = Key -> KeyEvent -> Maybe InputHandler -> IO ()
-
--- TODO: Improve type 
-
--- | A mutable list of mappings from key/mousebutton up/down/stilldown
--- events to IO actions.
-type BindingTable = IORef [((Key,KeyEvent), InputHandler)]
-
-newBindingTable :: IO BindingTable
-newBindingTable = newIORef []
-
-bindKey :: BindingTable -> KeyBinder
-bindKey bindingTable key event Nothing =
-   modifyIORef bindingTable (\t -> [ e | e@(b,a) <- t, b /= (key, event)])
-bindKey bindingTable key event (Just action) = do
-   bindKey bindingTable key event Nothing
-   modifyIORef bindingTable (((key, event), action) :)
-
-execAction :: BindingTable -> Key -> KeyEvent -> Modifiers -> Position -> IO ()
-execAction bindingTable key event mods pos  =
-   readIORef bindingTable >>= (maybe (return ()) (\a -> a mods pos) . lookup (key, event))
-
----------------------------------------------------------------------------
-
-type StillDownHandler = IO ()
-
-stillDown :: BindingTable -> KeyTable -> StillDownHandler
-stillDown bindingTable pressedKeys =
-   getKeys pressedKeys >>= mapM_ (\(k,mods,pos) -> execAction bindingTable k StillDown mods pos)
-
----------------------------------------------------------------------------
-
--- | Initialise the input system, which keeps a list of input event to
--- action bindings and executes the the proper actions automatically.
--- Returns a function for adding bindings, and another which should be
--- called periodically (eg from refresh) to trigger still-down actions.
-glutInitInput :: IO (KeyBinder, StillDownHandler)
-glutInitInput = do
-  -- globalKeyRepeat would be a little bit more efficient, but it has
-  -- two disadvantages: it is not yet implemented for MS windows and
-  -- it changes the global state of X11.
-   perWindowKeyRepeat $= PerWindowKeyRepeatOff
-   bindingTable <- newBindingTable
-   pressedKeys  <- newKeyTable
-   let keyPress k mods pos = do
-         insertIntoKeyTable pressedKeys k mods pos
-         execAction bindingTable k Press mods pos
-       keyRelease k mods pos = do 
-         deleteFromKeyTable pressedKeys k
-         execAction bindingTable k Release mods pos
-       keyboardMouse k Down mods pos = keyPress   k mods pos
-       keyboardMouse k Up   mods pos = keyRelease k mods pos
-   keyboardMouseCallback $= Just keyboardMouse
-   return (bindKey bindingTable, stillDown bindingTable pressedKeys)
-
-
README.md view
@@ -1,4 +1,10 @@ <style>+/*+body {+    background-color:black;+    color:white;+}+*/ .a {     font-weight:bold;     color:red;@@ -6,67 +12,73 @@ } .b {     font-weight:normal;-    color:#bbb;+    /* color:#bbb; */+    color:black;     font-size:smaller; } </style> +<div style="float:right; margin:3em 0 1em 1em;">+<img src="/site-files/logo.gif">+<br>+<a href="http://hub.darcs.net/simon/fungen/examples/pong/pong.hs#22"><img border=0 src="/site-files/pong.png" title="The pong example - click to see code" style="margin-top:2em;"></a>+<br>+<a href="http://hub.darcs.net/simon/fungen/examples/worms/worms.hs#22"><img border=0 src="/site-files/worms.png" title="The worms (snake) example - click to see code" style="margin-top:1em;"></a>+</div>+ # <span class="a">Fun<span class="b">ctional</span> G<span class="b">ame</span> En<span class="b">gine</span></span>  FunGEn (Functional Game Engine) is a BSD-licensed, cross-platform, OpenGL/GLUT-based, imperative game engine/framework written in Haskell.  With very few dependencies and two example games, it's one-of the easiest ways to get started with game development in Haskell.--<img src="pong.png" title="An example pong game" style="float:right; margin:1em;">--FunGEn, created by Andre Furtado, is intended to help game programmers-make games in a faster and more automated way. It supports:+of the easiest ways to get started with Haskell game development.+It provides:  * Initialization, updating, removing, rendering and grouping-  routines for game objects;+  routines for game objects * Definition of a game background (or map), including texture-based-  maps and tile maps;+  maps and tile maps * Reading and intepretation of the player's keyboard and mouse input-* Collision detection;-* Time-based functions and pre-defined game actions;-* Loading and displaying of 24-bit bitmap files;-* Some debugging and game performance evaluation facilities;-* Sound support (maybe ? windows only)+* Collision detection+* Time-based functions and pre-defined game actions+* Loading and displaying of 24-bit bitmap files+* Some debugging and game performance evaluation facilities+<!-- * Sound support (windows only, not in current release) --> -**Home:**                  <http://joyful.com/fungen>- \-**Hackage:**  <http://hackage.haskell.org/package/FunGEn>- \-**Docs:**- [0.4 API docs](http://hackage.haskell.org/packages/archive/FunGEn/0.4.1/doc/html/Graphics-UI-Fungen.html),- [0.1 intro docs](old-site/index.html)- <!-- Another version of the [pong tutorial](TUTORIAL.html), -->- <!-- the [old site](http://www.cin.ufpe.br/~haskell/fungen), -->- \-**Code:**           <http://hub.darcs.net/simon/fungen>- \+Andre Furtado created FunGEn and I+([Simon Michael](http://joyful.com)) maintain it sporadically. If+you'd like to take it and run with it, or co-maintain, let's chat! I'm+`sm` on the #haskell-game IRC channel.++**Home:**     <http://joyful.com/fungen> \+**Hackage:**  <http://hackage.haskell.org/package/FunGEn> \+**Code:**     <http://hub.darcs.net/simon/fungen> \ **Discussion & help:**- [#haskell-game](irc://irc.freenode.net/#haskell-game) IRC channel,+ [#haskell-game](http://www.haskell.org/haskellwiki/IRC_channel) IRC channel,  [haskell-cafe](http://www.haskell.org/haskellwiki/Mailing_lists) mail list  \+**Docs:**+ [API docs](http://hackage.haskell.org/packages/archive/FunGEn/0.4.2/doc/html/Graphics-UI-Fungen.html),+ Andre's [pong tutorial](site-files/example.html),+ <!-- New version of the [pong tutorial](TUTORIAL.html) \ -->+ <!-- the [old site](http://www.cin.ufpe.br/~haskell/fungen) \ -->+ Stack Overflow [FunGEn questions](http://stackoverflow.com/search?tab=newest&q=fungen), \+ Haskell wiki [OpenGL tutorial](http://www.haskell.org/haskellwiki/OpenGLTutorial1) \   ## Getting started -<img src="worms.png" title="An example snake game" style="float:right; margin:1em;">--Install from hackage: +**Install from hackage:**  ``` $ cabal update $ cabal install FunGEn ``` -Or, install source and+**Or, install source and [run](http://hub.darcs.net/simon/fungen/examples/helloworld.hs) [the](http://hub.darcs.net/simon/fungen/examples/pong/pong.hs)-[examples](http://hub.darcs.net/simon/fungen/examples/worms/worms.hs):+[examples](http://hub.darcs.net/simon/fungen/examples/worms/worms.hs):**  ``` $ darcs get http://hub.darcs.net/simon/fungen@@ -77,16 +89,14 @@ $ (cd examples/worms; ghc worms; ./worms) ``` -Contribute patches:+(darcs is like git but simpler. If your system doesn't provide it, get it [here](http://darcs.net/Binaries).) +**Contribute patches:**+ - log in to hub.darcs.net and fork <http://hub.darcs.net/simon/fungen> - push patches to your branch - give me a "pull request" on #haskell-game -I ([Simon Michael](http://joyful.com)) maintain FunGEn-sporadically. If you'd like to take it and run with it, or-co-maintain, let's chat! I'm sm on the #haskell-game IRC channel.- ---  ## FAQ@@ -168,50 +178,40 @@ ### 0.1 (2002) First public release by Andre Furtado: -- FunGEn v1.0 can be downloaded here. (PLEASE NOTE: this is the very first-  version of FunGEn, and it was released just to get some feedback from-  game programmers. You are strongly invited to tell your game programming-  experiences with FunGEn, helping us to release a definitive, stable-  version). Ok, after this disclaimer, please fell yourself free to take a-  quick tour in the site; it contains a lot of useful information for-  those who are really interested in trying a new game programming-  experience. Nice coding...+--- -- Current Status: Some feedback indicated that the first version of FunGEn-  was not as "functional" as it was desired: some game issues were still-  being dealt through an imperative fashion. This way, the authors of this-  project decided to change the game engine philosophy: programmers should-  describe a game as a set of "specifications" rather than defining its-  behavior imperatively. One plausible alternative for accomplishing this-  task is porting the Clean Game Library (CGL) to Haskell, adding some-  FunGEn specific features. Hence, this is the actual status of the FunGEn-  project: it is being rebuilt in order to provide game programming-  mechanisms following the CGL concepts. This really demands some time,-  but the authors expect a new version to be released soon.+## To do ----+Andre's 2002 site included this message: -## Contributing+> Current Status: Some feedback indicated that the first version of FunGEn was not as "functional" as it was desired: some game issues were still being dealt through an imperative fashion. This way, the authors of this project decided to change the game engine philosophy: programmers should describe a game as a set of "specifications" rather than defining its behavior imperatively. One plausible alternative for accomplishing this task+> is porting the Clean Game Library (CGL) to Haskell, adding some FunGEn specific features. Hence, this is the actual status of the FunGEn project: it is being rebuilt in order to provide game programming mechanisms following the CGL+> concepts. This really demands some time, but the authors expect a new version to be released soon.+> +> ... PLEASE NOTE: this is the very first version of FunGEn, and it was released just to get some feedback from game programmers. You are strongly invited to <A HREF="mailto:awbf@cin.ufpe.br">tell</A> your game programming experiences with FunGEn, helping us to release a definitive, stable version). Ok, after this disclaimer, please fell yourself free to take a quick tour in the site; it contains a lot of useful information for those who are really interested in trying a new game programming experience. Nice coding... -Andre's 2002 todo list:+and this todo list: -Here you have a list of some upcoming FunGEn features, and some other-desired features (but with no implementation prevision yet).+> Here you have a list of some upcoming FunGEn features, and some other+> desired features (but with no implementation prevision yet).+> +> - Support map scrolling (coming soon);+> - Support mouse input management (coming soon);+> - Make a polygon map definition avaiable (coming soon);+> - Make sound avaible to non-Win32 platforms;+> - Create, if possible, some operators to avoid the excessive (x <- ...) syntax;+> - Support auto-animated objects;+> - Create a GLUT independent font support (or perhaps extend it);+> - Improve the installation process;+> - Upgrade FunGEn to be both a 2D (bidimensional) and 2D 1/2 (bi and a half dimensional) engine;+> - Create a map editor/generator (possibly in other language, or using the brand new Haskell GUI...);+> - Take courage to start thinking about the 3D world...+> +> Would you like to suggest a feature? Feel free to do it. Would you like to+> implement a feature? Please do it! Keep in touch. -- Support map scrolling (coming soon);-- Support mouse input management (coming soon);-- Make a polygon map definition avaiable (coming soon);-- Make sound avaible to non-Win32 platforms;-- Create, if possible, some operators to avoid the excessive (x <- ...) syntax;-- Support auto-animated objects;-- Create a GLUT independent font support (or perhaps extend it);-- Improve the installation process;-- Upgrade FunGEn to be both a 2D (bidimensional) and 2D 1/2 (bi and a half dimensional) engine;-- Create a map editor/generator (possibly in other language, or using the brand new Haskell GUI...);-- Take courage to start thinking about the 3D world...+and this [old windows code with sound support](/site-files/FunGEn0.1-Win32.zip). -Would you like to suggest a feature? Feel free to do it. Would you like to-implement a feature? Please do it! Keep in touch.  --- @@ -219,26 +219,27 @@  Andre's 2002 credits: -FunGEn was created by Andre Furtado, Computation Science graduation-student at the Informatics Center (CIn) of the Federal University of-Pernambuco (UFPE), as part of a Scientific Iniciation (PIBIC/CNPq)-research project (Creating a Game Platform Using Haskell), oriented by-lecturer Andre Santos (PhD, 1995, University of Glasgow), who was-responsible for figuring out a lot of FunGEn implementation details.--I would like to thank also the following people who contributed for the development of FunGEn:--- Sven Panne-- Jay Cox-- Geber Ramalho-- Carlos Andre Pessoa-- Charles Madeira-- Monique Monteiro-- The people at the Haskell mailing lists--FunGEn can be distributed freely, in the hope that it will be useful, but-WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY-or FITNESS FOR A PARTICULAR PURPOSE. I would thank you if you cite my name-and this site if you are going to use FunGEn for other things besides home-programming.+> FunGEn was created by Andre Furtado, Computation Science graduation+> student at the Informatics Center (CIn) of the Federal University of+> Pernambuco (UFPE), as part of a Scientific Iniciation (PIBIC/CNPq)+> research project (Creating a Game Platform Using Haskell), oriented by+> lecturer Andre Santos (PhD, 1995, University of Glasgow), who was+> responsible for figuring out a lot of FunGEn implementation details.+> +> I would like to thank also the following people who contributed for the development of FunGEn:+> +> - Sven Panne+> - Jay Cox+> - Geber Ramalho+> - Carlos Andre Pessoa+> - Charles Madeira+> - Monique Monteiro+> - The people at the Haskell mailing lists+> +> FunGEn can be distributed freely, in the hope that it will be useful, but+> WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY+> or FITNESS FOR A PARTICULAR PURPOSE. I would thank you if you cite my name+> and this site if you are going to use FunGEn for other things besides home+> programming. +---