diff --git a/CHANGES b/CHANGES
--- a/CHANGES
+++ b/CHANGES
@@ -1,3 +1,11 @@
+0.4.4
+
+* add missing files to cabal file (Samuel Gélineau)
+
+* support & require latest OpenGL 2.9
+
+* make IOGame also a Functor and Applicative, for ghc 7.10
+
 0.4.3
 
 * set upper bound on OpenGL to avoid build failure with OpenGL 2.9
diff --git a/FunGEn.cabal b/FunGEn.cabal
--- a/FunGEn.cabal
+++ b/FunGEn.cabal
@@ -1,5 +1,5 @@
 name:               FunGEn
-version:            0.4.3
+version:            0.4.4
 copyright:          (C) 2002 Andre Furtado <awbf@cin.ufpe.br>
 license:            BSD3
 license-file:       LICENSE
@@ -12,19 +12,51 @@
 stability:          alpha
 cabal-version:      >= 1.6
 build-type:         Simple
-tested-with:        GHC==7.6.3
-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,
-                    examples/worms/heade.bmp, examples/worms/heads.bmp, examples/worms/headn.bmp,
-                    examples/worms/headw.bmp, examples/worms/level1.bmp, examples/worms/level2.bmp,
-                    examples/worms/level3.bmp, examples/worms/segment.bmp, examples/worms/worms.hs
+tested-with:        GHC==7.8.2
+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,
+                    examples/worms/heade.bmp, 
+                    examples/worms/heads.bmp, 
+                    examples/worms/headn.bmp,
+                    examples/worms/headw.bmp, 
+                    examples/worms/level1.bmp, 
+                    examples/worms/level2.bmp,
+                    examples/worms/level3.bmp, 
+                    examples/worms/segment.bmp, 
+                    examples/worms/worms.hs
 
 library
-  exposed-modules:  Graphics.UI.Fungen
+  ghc-options:      -W
+  exposed-modules:  
+                    Graphics.UI.Fungen,
+                    Graphics.UI.Fungen.Display,
+                    Graphics.UI.Fungen.Game,
+                    Graphics.UI.Fungen.Init,
+                    Graphics.UI.Fungen.Input,
+                    Graphics.UI.Fungen.Loader,
+                    Graphics.UI.Fungen.Map,
+                    Graphics.UI.Fungen.Objects,
+                    Graphics.UI.Fungen.Text,
+                    Graphics.UI.Fungen.Timer,
+                    Graphics.UI.Fungen.Types,
+                    Graphics.UI.Fungen.Util,
+                    Graphics.UI.GLUT.Input
+
   build-depends:
-                    base == 4.*
-                   ,OpenGL < 2.9
-                   ,GLUT < 2.5
+                    base   == 4.*
+                   ,OpenGL == 2.9.*
+                   ,GLUT   == 2.5.*
                    ,random
diff --git a/Graphics/UI/Fungen/Display.hs b/Graphics/UI/Fungen/Display.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Display.hs
@@ -0,0 +1,44 @@
+{-# 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    
diff --git a/Graphics/UI/Fungen/Game.hs b/Graphics/UI/Fungen/Game.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Game.hs
@@ -0,0 +1,789 @@
+{-# 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.Map
+import Graphics.UI.Fungen.Objects
+import Graphics.Rendering.OpenGL
+import Graphics.UI.GLUT
+import Control.Applicative (Applicative(..))
+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 Functor (IOGame t s u v) where
+  fmap = liftM
+
+instance Applicative (IOGame t s u v) where
+  pure  = return
+  (<*>) = ap
+
+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
diff --git a/Graphics/UI/Fungen/Init.hs b/Graphics/UI/Fungen/Init.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Init.hs
@@ -0,0 +1,73 @@
+{-# 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
+
+-- | Configure a FunGEn game and start it running.
+funInit :: WindowConfig           -- ^ main window layout
+        -> GameMap v              -- ^ background/map(s)
+        -> [(ObjectManager s)]    -- ^ object groups
+        -> u                      -- ^ initial game state
+        -> t                      -- ^ initial game attribute
+        -> [InputBinding t s u v] -- ^ input bindings
+        -> IOGame t s u v ()      -- ^ step action
+        -> RefreshType            -- ^ main loop timing
+        -> FilePictureList        -- ^ image files
+        -> 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
+
diff --git a/Graphics/UI/Fungen/Input.hs b/Graphics/UI/Fungen/Input.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Input.hs
@@ -0,0 +1,47 @@
+{-# 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)
diff --git a/Graphics/UI/Fungen/Loader.hs b/Graphics/UI/Fungen/Loader.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Loader.hs
@@ -0,0 +1,82 @@
+{-# 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
+
+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"
diff --git a/Graphics/UI/Fungen/Map.hs b/Graphics/UI/Fungen/Map.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Map.hs
@@ -0,0 +1,240 @@
+{-# 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)]
+
+-- | A game background (flat color, scrollable texture, or tile map), or several of them.
+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
diff --git a/Graphics/UI/Fungen/Objects.hs b/Graphics/UI/Fungen/Objects.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Objects.hs
@@ -0,0 +1,337 @@
+{-# 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)
+
+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)
diff --git a/Graphics/UI/Fungen/Text.hs b/Graphics/UI/Fungen/Text.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Text.hs
@@ -0,0 +1,39 @@
+{-# 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
+
+-- | 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
diff --git a/Graphics/UI/Fungen/Timer.hs b/Graphics/UI/Fungen/Timer.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Timer.hs
@@ -0,0 +1,40 @@
+{-# 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)
diff --git a/Graphics/UI/Fungen/Types.hs b/Graphics/UI/Fungen/Types.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Types.hs
@@ -0,0 +1,42 @@
+{-# 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)]
+
+
+
diff --git a/Graphics/UI/Fungen/Util.hs b/Graphics/UI/Fungen/Util.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/Fungen/Util.hs
@@ -0,0 +1,170 @@
+{-# 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,
+        tracewith, strace, ltrace, mtrace
+) where
+
+import Graphics.UI.Fungen.Types
+import Graphics.Rendering.OpenGL
+import System.Random
+
+-- debug helpers
+import Debug.Trace (trace)
+-- | trace an expression using a custom show function
+tracewith f e = trace (f e) e
+-- | trace a showable expression
+strace :: Show a => a -> a
+strace = tracewith show
+-- | labelled trace - like strace, with a label prepended
+ltrace :: Show a => String -> a -> a
+ltrace l a = trace (l ++ ": " ++ show a) a
+-- | monadic trace - like strace, but works as a standalone line in a monad
+mtrace :: (Monad m, Show a) => a -> m a
+mtrace a = strace a `seq` return a
+--
+
+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 :: TextureTarget2D -> 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 Texture2D 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
diff --git a/Graphics/UI/GLUT/Input.hs b/Graphics/UI/GLUT/Input.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/UI/GLUT/Input.hs
@@ -0,0 +1,103 @@
+-- {-# 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,_) <- 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)
+
+
