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FunGEn (empty) → 0.1

raw patch · 38 files changed

+2431/−0 lines, 38 filesdep +GLUTdep +OpenGLdep +basesetup-changedbinary-added

Dependencies added: GLUT, OpenGL, base, haskell98

Files

+ BSD3.txt view
@@ -0,0 +1,25 @@+Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br>
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions
+are met:
+1. Redistributions of source code must retain the above copyright
+   notice, this list of conditions and the following disclaimer.
+2. Redistributions in binary form must reproduce the above copyright
+   notice, this list of conditions and the following disclaimer in the
+   documentation and/or other materials provided with the distribution.
+3. The names of the author may not be used to endorse or promote
+   products derived from this software without specific prior written
+   permission.
+
+THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
+FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
+OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
+OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGE.
+ Examples/pong/hit.wav view

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+ Examples/pong/pong.hs view
@@ -0,0 +1,91 @@+{- 
+
+FunGEN - Functional Game Engine
+http://www.cin.ufpe.br/~haskell/fungen
+Copyright (C) 2001  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.
+
+This is a very simple FunGEn example.
+In order to use the Makefile, set the HC, FG (FunGEn dir) and TOP variables correctly.
+
+-}
+
+module Main where
+
+import Graphics.UI.FunGEn
+
+data GameAttribute = Score Int
+ 
+type PongObject = GameObject ()
+type PongAction a = IOGame GameAttribute () () () a
+
+width = 400
+height = 400
+w = fromIntegral width :: Double
+h = fromIntegral height :: Double
+
+main :: IO ()
+main = do
+        let winConfig = ((100,20),(width,height),"A brief example!")
+	    bmpList = [("tex.bmp",Nothing)]
+	    gameMap = textureMap 0 30 30 w h
+            bar    = objectGroup "barGroup"  [createBar]
+            ball   = objectGroup "ballGroup" [createBall]
+            initScore = Score 0
+            input = [(SpecialKey KeyRight, StillDown, moveBarToRight),
+                     (SpecialKey KeyLeft,  StillDown, moveBarToLeft)]
+
+        funInit winConfig gameMap [bar,ball] () initScore input gameCycle (Timer 30) bmpList
+
+createBall :: PongObject
+createBall = let ballPic = Basic (Circle 6.0 0.0 1.0 0.0 Filled)
+	     in object "ball" ballPic False (w/2,h/2) (-8,8) ()
+
+
+createBar :: PongObject
+createBar = let barBound = [(-25,-6),(25,-6),(25,6),(-25,6)]
+                barPic = Basic (Polyg barBound 1.0 1.0 1.0 Filled)
+            in object "bar" barPic False (w/2,30) (0,0) ()
+
+moveBarToRight :: PongAction ()
+moveBarToRight = do
+        obj <- findObject "bar" "barGroup"
+        (pX,pY) <- getObjectPosition obj
+        (sX,_)  <- getObjectSize obj
+        if (pX + (sX/2) + 5 <= w)
+        	then (setObjectPosition ((pX + 5),pY) obj)
+        	else (setObjectPosition ((w - (sX/2)),pY) obj)
+
+moveBarToLeft :: PongAction ()
+moveBarToLeft = do
+        obj <- findObject "bar" "barGroup"
+        (pX,pY) <- getObjectPosition obj
+        (sX,_)  <- getObjectSize obj
+        if (pX - (sX/2) - 5 >= 0)
+        	then (setObjectPosition ((pX - 5),pY) obj)
+        	else (setObjectPosition (sX/2,pY) obj)
+
+gameCycle :: PongAction ()
+gameCycle = do
+        (Score n) <- getGameAttribute
+        printOnScreen (show n) TimesRoman24 (0,0) 1.0 1.0 1.0
+
+	ball <- findObject "ball" "ballGroup"
+        col1 <- objectLeftMapCollision ball
+        col2 <- objectRightMapCollision ball
+        when (col1 || col2) (reverseXSpeed ball)
+        col3 <- objectTopMapCollision ball
+        when col3 (reverseYSpeed ball)
+        col4 <- objectBottomMapCollision ball
+        when col4 (do reverseYSpeed ball) -- (funExit)
+
+        bar <- findObject "bar" "barGroup"
+        col5 <- objectsCollision ball bar
+        let (_,vy) = getGameObjectSpeed ball
+        when (and [col5, vy < 0])  (do reverseYSpeed ball
+        	                       setGameAttribute (Score (n + 10)))
+	showFPS TimesRoman24 (w-40,0) 1.0 0.0 0.0
+
+ Examples/pong/tex.bmp view

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+ Examples/worms/border1.bmp view

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+ Examples/worms/border2.bmp view

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+ Examples/worms/border3.bmp view

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+ Examples/worms/congratulations.bmp view

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+ Examples/worms/food.bmp view

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+ Examples/worms/free1.bmp view

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+ Examples/worms/free2.bmp view

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+ Examples/worms/free3.bmp view

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+ Examples/worms/gameover.bmp view

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+ Examples/worms/heade.bmp view

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+ Examples/worms/headn.bmp view

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+ Examples/worms/heads.bmp view

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+ Examples/worms/headw.bmp view

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+ Examples/worms/level1.bmp view

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+ Examples/worms/level2.bmp view

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+ Examples/worms/level3.bmp view

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+ Examples/worms/segment.bmp view

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+ Examples/worms/worms.hs view
@@ -0,0 +1,416 @@+{- 
+
+FunGEN - Functional Game Engine
+http://www.cin.ufpe.br/~haskell/fungen
+Copyright (C) 2001  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.
+
+This is a very simple FunGEn example.
+In order to use the Makefile, set the HC, FG (FunGEn dir) and TOP variables correctly.
+
+-}
+
+module Main where
+
+import Text.Printf
+import Graphics.UI.FunGEn
+
+data GameAttribute = GA Int Int Int (Double,Double) Int
+data ObjectAttribute = NoObjectAttribute | Tail Int
+data GameState = LevelStart Int | Level Int | GameOver
+data TileAttribute = NoTileAttribute
+
+type WormsAction a = IOGame GameAttribute ObjectAttribute GameState TileAttribute a
+type WormsObject = GameObject ObjectAttribute
+type WormsTile = Tile TileAttribute
+type WormsMap = TileMatrix TileAttribute
+
+tileSize, speedMod :: Double
+tileSize = 30.0
+speedMod = 30.0
+
+initPos, tail0Pos, tail1Pos :: (Double,Double)
+initPos  = (45.0,105.0)
+tail0Pos = (45.0,75.0)
+tail1Pos = (45.0,45.0)
+
+maxFood, initTailSize, defaultTimer :: Int
+maxFood = 10
+initTailSize = 2
+defaultTimer = 10
+
+magenta :: InvList
+magenta = Just [(255,0,255)]
+
+bmpList :: FilePictureList
+bmpList = [("level1.bmp",	   Nothing),
+           ("level2.bmp",	   Nothing),
+           ("level3.bmp",          Nothing),
+           ("gameover.bmp",        magenta),
+           ("congratulations.bmp", magenta),
+	   ("headn.bmp",	   magenta),
+	   ("heads.bmp",	   magenta),
+	   ("heade.bmp",	   magenta),
+	   ("headw.bmp",	   magenta),
+	   ("food.bmp",		   magenta),
+	   ("segment.bmp",	   magenta),
+	   ("border1.bmp",	   magenta),
+	   ("border2.bmp",	   magenta),
+	   ("border3.bmp",	   magenta),
+	   ("free1.bmp",  	   magenta),
+	   ("free2.bmp",	   magenta),
+	   ("free3.bmp",	   magenta)]
+
+-- position of the paths in the list:
+border1, border2, border3, free1, free2, free3 :: Int
+border1 = 11
+border2 = 12
+border3 = 13
+free1   = 14
+free2   = 15
+free3   = 16
+
+main :: IO ()
+main = do
+        let winConfig = ((100,50),(780,600),"WORMS - by Andre Furtado")
+
+            gameMap = multiMap [(tileMap map1 tileSize tileSize),
+                                (tileMap map2 tileSize tileSize),
+                                (tileMap map3 tileSize tileSize)] 0
+
+            gameAttribute = GA defaultTimer maxFood initTailSize initPos 0
+
+            groups = [(objectGroup "messages"  createMsgs ),
+                      (objectGroup "head"     [createHead]),
+                      (objectGroup "food"     [createFood]),
+                      (objectGroup "tail"      createTail )]
+
+            input = [(SpecialKey KeyLeft,  Press, turnLeft ),
+                     (SpecialKey KeyRight, Press, turnRight),
+                     (SpecialKey KeyUp,    Press, turnUp   ),
+                     (SpecialKey KeyDown,  Press, turnDown )]
+        
+        funInit winConfig gameMap groups (LevelStart 1) gameAttribute input gameCycle (Timer 150) bmpList
+
+createMsgs :: [WormsObject]
+createMsgs = let picLevel1          = Tex (150,50)  0
+                 picLevel2          = Tex (150,50)  1
+                 picLevel3          = Tex (150,50)  2
+                 picGameOver        = Tex (300,100) 3
+                 picCongratulations = Tex (300,100) 4
+             in [(object "level1"          picLevel1          True (395,300) (0,0) NoObjectAttribute),
+                 (object "level2"          picLevel2          True (395,300) (0,0) NoObjectAttribute),
+                 (object "level3"          picLevel3          True (395,300) (0,0) NoObjectAttribute),
+                 (object "gameover"        picGameOver        True (395,300) (0,0) NoObjectAttribute),
+                 (object "congratulations" picCongratulations True (395,300) (0,0) NoObjectAttribute)]
+
+createHead :: WormsObject
+createHead = let pic = Tex (tileSize,tileSize) 5
+             in object "head" pic True initPos (0,speedMod) NoObjectAttribute
+
+createFood :: WormsObject
+createFood = let pic = Tex (tileSize,tileSize) 9
+             in object "food" pic True (0,0) (0,0) NoObjectAttribute
+
+createTail :: [WormsObject]
+createTail = let picTail = Tex (tileSize,tileSize) 10
+             in  (object "tail0"  picTail False tail0Pos (0,0) (Tail 0)):
+                 (object "tail1"  picTail False tail1Pos (0,0) (Tail 1)):
+                 (createAsleepTails initTailSize (initTailSize + maxFood - 1) picTail)
+
+createAsleepTails :: Int -> Int -> ObjectPicture -> [WormsObject]
+createAsleepTails tMin tMax pic
+    | (tMin > tMax) = []
+    | otherwise = (object ("tail" ++ (show tMin)) pic True (0,0) (0,0) (Tail 0)):(createAsleepTails (tMin + 1) tMax pic)
+
+turnLeft :: WormsAction ()
+turnLeft = do
+    snakeHead <- findObject "head" "head"
+    setObjectCurrentPicture 8 snakeHead
+    setObjectSpeed (-speedMod,0) snakeHead
+    
+turnRight :: WormsAction ()
+turnRight = do
+    snakeHead <- findObject "head" "head"
+    setObjectCurrentPicture 7 snakeHead
+    setObjectSpeed (speedMod,0) snakeHead
+
+turnUp :: WormsAction ()
+turnUp = do
+    snakeHead <- findObject "head" "head"
+    setObjectCurrentPicture 5 snakeHead
+    setObjectSpeed (0,speedMod) snakeHead
+
+turnDown :: WormsAction ()
+turnDown = do
+    snakeHead <- findObject "head" "head"
+    setObjectCurrentPicture 6 snakeHead
+    setObjectSpeed (0,-speedMod) snakeHead
+
+gameCycle :: WormsAction ()
+gameCycle = do
+    (GA timer remainingFood tailSize previousHeadPos score) <- getGameAttribute
+    gState <- getGameState
+    case gState of
+        LevelStart n -> case n of
+                            4 -> do
+                                congratulations <- findObject "congratulations" "messages"
+                                drawObject congratulations
+                                if (timer == 0)
+                                    then funExit
+                                    else (setGameAttribute (GA (timer - 1) remainingFood tailSize previousHeadPos score))
+                            _ -> do
+                                disableGameFlags
+                                level <- findObject ("level" ++ (show n)) "messages"
+                                drawObject level
+                                if (timer == 0)
+                                    then (do setGameState (Level n)
+                                    	     enableGameFlags
+                                             snakeHead <- findObject "head" "head"
+                                             setObjectAsleep False snakeHead
+                                  	     setObjectPosition initPos snakeHead
+                                  	     setObjectSpeed (0.0,speedMod) snakeHead
+                                  	     setObjectCurrentPicture 5 snakeHead
+                                             setGameAttribute (GA defaultTimer remainingFood tailSize previousHeadPos score)
+                                             destroyObject level
+                                             setNewMap n)
+                                    else setGameAttribute (GA (timer - 1) remainingFood tailSize previousHeadPos score)
+        Level n -> do
+                    if (remainingFood == 0) -- advance level!
+                        then  (do setGameState (LevelStart (n + 1))
+                                  resetTails
+                                  disableGameFlags
+                                  setGameAttribute (GA timer maxFood initTailSize initPos score))
+                        else if (timer == 0) -- put a new food in the map
+                               then (do food <- findObject "food" "food"
+                                        newPos <- createNewFoodPosition
+                                        setObjectPosition newPos food
+                                        newFood <- findObject "food" "food"
+                                        setObjectAsleep False newFood
+                                        setGameAttribute (GA (-1) remainingFood tailSize previousHeadPos score)
+                                        snakeHead <- findObject "head" "head"
+                                        checkSnakeCollision snakeHead
+                                        snakeHeadPosition <- getObjectPosition snakeHead
+                                        moveTail snakeHeadPosition)
+                               else if (timer > 0) -- there is no food in the map, so decrease the food timer
+                                     then (do setGameAttribute (GA (timer - 1) remainingFood tailSize previousHeadPos score)
+                                              snakeHead <- findObject "head" "head"
+                                              checkSnakeCollision snakeHead
+                                              snakeHeadPosition <- getObjectPosition snakeHead
+                                              moveTail snakeHeadPosition)
+                                     else (do -- there is a food in the map
+                                        food <- findObject "food" "food"
+                                        snakeHead <- findObject "head" "head"
+                                        col <- objectsCollision snakeHead food
+                                        if col
+                                            then (do snakeHeadPosition <- getObjectPosition snakeHead
+                                            	     setGameAttribute (GA defaultTimer (remainingFood-1) (tailSize + 1) snakeHeadPosition (score + 1))
+                                                     addTail previousHeadPos
+                                                     setObjectAsleep True food)
+                                            else (do checkSnakeCollision snakeHead
+                                            	     snakeHeadPosition <- getObjectPosition snakeHead
+                                                     moveTail snakeHeadPosition))
+                    showScore
+
+        GameOver -> do
+                        disableMapDrawing
+                        gameover <- findObject "gameover" "messages"
+                        drawMap
+                        drawObject gameover
+                        if (timer == 0)
+                                then funExit
+                                else (setGameAttribute (GA (timer - 1) 0 0 (0,0) 0))
+
+showScore :: WormsAction ()
+showScore = do
+  (GA _ remainingFood _ _ score) <- getGameAttribute
+  printOnScreen (printf "Score: %d    Food remaining: %d" score remainingFood) TimesRoman24 (40,8) 1.0 1.0 1.0
+  showFPS TimesRoman24 (780-60,8) 1.0 0.0 0.0
+
+setNewMap :: Int -> WormsAction ()
+setNewMap 2 = setCurrentMapIndex 1
+setNewMap 3 = setCurrentMapIndex 2
+setNewMap _ = return ()
+
+resetTails :: WormsAction ()
+resetTails = do
+        tail0 <- findObject "tail0" "tail"
+        setObjectPosition tail0Pos tail0
+        setObjectAttribute (Tail 0) tail0
+        tail1 <- findObject "tail1" "tail"
+        setObjectPosition tail1Pos tail1
+        setObjectAttribute (Tail 1) tail1
+        resetOtherTails initTailSize
+
+resetOtherTails :: Int -> WormsAction ()
+resetOtherTails n | (n == initTailSize + maxFood) = return ()
+                  | otherwise = do tailn <- findObject ("tail" ++ (show n)) "tail"
+                                   setObjectAsleep True tailn
+                                   resetOtherTails (n + 1)
+
+addTail :: (Double,Double) -> WormsAction ()
+addTail presentHeadPos = do
+        tails <- getObjectsFromGroup "tail"
+        aliveTails <- getAliveTails tails []
+        asleepTail <-  getAsleepTail tails
+        setObjectAsleep False asleepTail
+        setObjectPosition presentHeadPos asleepTail
+        setObjectAttribute (Tail 0) asleepTail
+        addTailNumber aliveTails
+
+getAliveTails :: [WormsObject] -> [WormsObject] -> WormsAction [WormsObject]
+getAliveTails [] t = return t
+getAliveTails (o:os) t = do
+	sleeping <- getObjectAsleep o
+	if sleeping
+		then getAliveTails os t
+		else getAliveTails os (o:t)
+
+getAsleepTail ::  [WormsObject] ->  WormsAction WormsObject
+getAsleepTail [] = error "the impossible has happened!"
+getAsleepTail (o:os) = do
+	sleeping <- getObjectAsleep o
+	if sleeping
+		then return o
+		else getAsleepTail os
+
+
+addTailNumber :: [WormsObject] -> WormsAction ()
+addTailNumber [] = return ()
+addTailNumber (a:as) = do
+        (Tail n) <- getObjectAttribute a
+        setObjectAttribute (Tail (n + 1)) a
+        addTailNumber as
+
+moveTail :: (Double,Double) -> WormsAction ()
+moveTail presentHeadPos = do
+        (GA timer remainingFood tailSize previousHeadPos score) <- getGameAttribute
+        tails <- getObjectsFromGroup "tail"
+        aliveTails <- getAliveTails tails []
+        lastTail <- findLastTail aliveTails
+        setObjectPosition previousHeadPos lastTail
+        setGameAttribute (GA timer remainingFood tailSize presentHeadPos score)
+        changeTailsAttribute tailSize aliveTails
+
+findLastTail :: [WormsObject] -> WormsAction WormsObject
+findLastTail [] = error "the impossible has happened!"
+findLastTail (t1:[]) = return t1
+findLastTail (t1:t2:ts) = do (Tail na) <- getObjectAttribute t1
+                             (Tail nb) <- getObjectAttribute t2
+                             if (na > nb)
+                                then findLastTail (t1:ts)
+                                else findLastTail (t2:ts)
+
+changeTailsAttribute :: Int -> [WormsObject] -> WormsAction ()
+changeTailsAttribute _ [] = return ()
+changeTailsAttribute tailSize (a:as) = do
+        Tail n <- getObjectAttribute a
+        setObjectAttribute (Tail (mod (n + 1) tailSize)) a
+        changeTailsAttribute tailSize as
+
+checkSnakeCollision :: WormsObject -> WormsAction ()
+checkSnakeCollision snakeHead = do
+                                headPos <- getObjectPosition snakeHead
+                                tile <- getTileFromWindowPosition headPos
+                                tails <- getObjectsFromGroup "tail"
+                                col <- objectListObjectCollision tails snakeHead
+                                if ( (getTileBlocked tile) || col)
+                                        then (do setGameState GameOver
+                                                 disableObjectsDrawing
+                                                 disableObjectsMoving
+                                                 setGameAttribute (GA defaultTimer 0 0 (0,0) 0))
+                                        else return ()
+
+createNewFoodPosition :: WormsAction (Double,Double)
+createNewFoodPosition = do
+                            x <- randomInt (1,18)
+                            y <- randomInt (1,24)
+                            mapPositionOk <- checkMapPosition (x,y)
+                            tails <- getObjectsFromGroup "tail"
+                            tailPositionNotOk <- pointsObjectListCollision (toPixelCoord y) (toPixelCoord x) tileSize tileSize tails
+                            if (mapPositionOk && not tailPositionNotOk)
+                                then (return (toPixelCoord y,toPixelCoord x))
+                                else createNewFoodPosition
+                            where toPixelCoord a = (tileSize/2) + (fromIntegral a) * tileSize
+
+checkMapPosition :: (Int,Int) -> WormsAction Bool
+checkMapPosition (x,y) = do
+                            mapTile <- getTileFromIndex (x,y)
+                            return (not (getTileBlocked mapTile))
+
+b,f,g,h,i,j :: WormsTile
+b = (border1, True,  0.0, NoTileAttribute)
+f = (free1,   False, 0.0, NoTileAttribute)
+g = (border2, True,  0.0, NoTileAttribute)
+h = (free2,   False, 0.0, NoTileAttribute)
+i = (border3, True,  0.0, NoTileAttribute)
+j = (free3,   False, 0.0, NoTileAttribute)
+
+map1 :: WormsMap
+map1 = [  [b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,f,b],
+          [b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b]]
+
+map2 :: WormsMap
+map2 = [  [g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,g,g,g,g,g,g,g,g,g,g,g,g,g,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,g,g,g,g,g,g,g,g,g,g,g,g,g,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,h,g],
+          [g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g,g]]
+
+map3 :: WormsMap
+map3 = [  [i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i],
+          [i,j,j,j,j,j,j,i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,i,i,i,i,i,i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,i,i,i,i,i,i,i,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,j,i,j,j,j,j,j,j,j,i],
+          [i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i,i]]
+ FunGEn.cabal view
@@ -0,0 +1,29 @@+name:               FunGEn
+version:            0.1
+copyright:          (C) 2002 Andre Furtado <awbf@cin.ufpe.br>
+license:            BSD3
+license-file:       BSD3.txt
+author:             Andre Furtado <awbf@cin.ufpe.br>
+maintainer:         wman <666wman@gmail.com>
+category:           Game
+synopsis:           FUNctional Game ENgine
+description:        Multi-platform functional game engine built on top of OpenGL & GLUT
+stability:          experimental
+cabal-version:      >= 1.2
+build-type:         Simple
+tested-with:        GHC==6.8.3
+extra-source-files: readme.txt, 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
+  other-modules: Graphics.UI.FunGEn.Fun_Types, Graphics.UI.FunGEn.Fun_Aux, Graphics.UI.FunGEn.Fun_Loader,
+                 Graphics.UI.FunGEn.Fun_Objects, Graphics.UI.FunGEn.Fun_Map, Graphics.UI.FunGEn.Fun_Game,
+                 Graphics.UI.FunGEn.Fun_Display, Graphics.UI.FunGEn.Fun_Input, Graphics.UI.FunGEn.Fun_Timer,
+                 Graphics.UI.FunGEn.Fun_Text, Graphics.UI.FunGEn.Fun_Init, Graphics.UI.FunGEn.UserInput
+  build-depends: base, OpenGL, GLUT, haskell98
+ Graphics/UI/FunGEn.hs view
@@ -0,0 +1,39 @@+{- 
+
+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.
+
+This is the main module of FunGEn.
+
+-}
+
+module Graphics.UI.FunGEn (
+   module Graphics.UI.FunGEn.Fun_Types,
+   module Graphics.UI.FunGEn.Fun_Aux,
+   module Graphics.UI.FunGEn.Fun_Loader,
+   module Graphics.UI.FunGEn.Fun_Objects,
+   module Graphics.UI.FunGEn.Fun_Map,
+   module Graphics.UI.FunGEn.Fun_Game,
+   module Graphics.UI.FunGEn.Fun_Display,
+   module Graphics.UI.FunGEn.Fun_Input,
+   module Graphics.UI.FunGEn.Fun_Timer,
+   module Graphics.UI.FunGEn.Fun_Text,
+   module Graphics.UI.FunGEn.Fun_Init
+) where      
+
+import Graphics.UI.FunGEn.Fun_Types
+import Graphics.UI.FunGEn.Fun_Aux
+import Graphics.UI.FunGEn.Fun_Loader
+import Graphics.UI.FunGEn.Fun_Objects
+import Graphics.UI.FunGEn.Fun_Map
+import Graphics.UI.FunGEn.Fun_Game
+import Graphics.UI.FunGEn.Fun_Display
+import Graphics.UI.FunGEn.Fun_Input
+import Graphics.UI.FunGEn.Fun_Timer
+import Graphics.UI.FunGEn.Fun_Text
+import Graphics.UI.FunGEn.Fun_Init
+ Graphics/UI/FunGEn/Fun_Aux.hs view
@@ -0,0 +1,152 @@+{- 
+
+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.
+
+This FunGEn module contains some auxiliary functions.
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Aux (
+        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.Fun_Types
+import Graphics.Rendering.OpenGL
+import 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 "Fun_Aux.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/FunGEn/Fun_Display.hs view
@@ -0,0 +1,39 @@+{- 
+
+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.
+
+This FunGEn module renders the game window.
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Display (
+        display
+) where
+
+import Graphics.UI.FunGEn.Fun_Game
+import Graphics.UI.FunGEn.Fun_Aux (when)
+import Graphics.Rendering.OpenGL
+import Graphics.UI.GLUT
+
+display :: Game t s u v -> IOGame t s u v () -> DisplayCallback
+display g gameCycle = do 
+        clear [ColorBuffer]
+        runIOGame (displayIOGame gameCycle) g
+        swapBuffers
+        flush
+
+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/Fun_Game.hs view
@@ -0,0 +1,721 @@+{- 
+
+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.
+
+This FunGEn module contains some important game routines.
+
+-}
+
+
+module Graphics.UI.FunGEn.Fun_Game (
+        Game, IOGame, runIOGame, runIOGameM, liftIOtoIOGame, liftIOtoIOGame',
+        getGameState, setGameState,
+        getGameFlags, setGameFlags,
+        enableGameFlags, disableGameFlags,
+        enableMapDrawing, disableMapDrawing,
+        enableObjectsDrawing, disableObjectsDrawing,
+        enableObjectsMoving, disableObjectsMoving,
+        getObjectManagers, setObjectManagers,
+        getGameAttribute, setGameAttribute,
+        createGame, funExit,
+        drawMap, clearScreen, getTileFromIndex, getTileFromWindowPosition, setCurrentMapIndex,
+        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,
+        objectsCollision, objectsFutureCollision,
+        objectListObjectCollision, objectListObjectFutureCollision,
+        objectTopMapCollision, objectBottomMapCollision, objectRightMapCollision, objectLeftMapCollision,
+        pointsObjectCollision, pointsObjectListCollision,
+        objectTopMapFutureCollision, objectBottomMapFutureCollision, objectRightMapFutureCollision, objectLeftMapFutureCollision,
+        printOnPrompt, printOnScreen, printText, randomFloat, randomInt, randomDouble,
+        showFPS,
+        wait
+) where
+
+import Graphics.UI.FunGEn.Fun_Types
+import Graphics.UI.FunGEn.Fun_Aux
+import Graphics.UI.FunGEn.Fun_Loader
+import Graphics.UI.FunGEn.Fun_Text
+import Graphics.UI.FunGEn.Fun_Map
+import Graphics.UI.FunGEn.Fun_Objects
+import Graphics.Rendering.OpenGL
+import Graphics.Rendering.OpenGL.GLU
+import Graphics.UI.GLUT
+import Monad
+import System.Exit
+import Data.IORef
+import Text.Printf
+
+
+data Game t s u v = Game {
+	gameMap       :: IORef (GameMap v),
+    	gameState     :: IORef u,
+	gameFlags     :: IORef GameFlags,
+	objManagers   :: IORef [(ObjectManager s)],
+	textList      :: IORef [Text],
+	quadricObj    :: QuadricPrimitive,
+	windowConfig  :: IORef WindowConfig,
+	gameAttribute :: IORef t,
+	pictureList   :: IORef [TextureObject],
+	fpsInfo       :: IORef (Int,Int,Float)  -- only for debugging
+	}
+
+newtype IOGame t s u v a = IOG (Game  t s u v -> IO (Game t s u v,a))
+type GameFlags = (Bool,Bool,Bool) -- mapDrawing, objectsDrawing, objectsMoving
+
+----------------------------------
+-- 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
+
+---------------------------------
+-- ending the game
+---------------------------------
+funExit :: IOGame t s u v ()
+funExit = liftIOtoIOGame' exitWith ExitSuccess
+
+----------------------------------
+-- 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 :: (Double,Double) -> 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 ("Fun_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 "Fun_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 ("Fun_Game.getTileFromIndex error: tile index " ++ (show (x,y)) ++ " out of map range!")
+            else error "Fun_Game.getTileFromIndex error: game map is not a tile map!"
+
+-- paint the whole screen with a specified RGB color
+clearScreen :: Float -> Float -> Float -> 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 "Fun_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 (Double,Double)
+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 (Double,Double)
+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 (Double,Double)
+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 :: (Double,Double) -> 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 :: (Double,Double) -> 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 :: Double -> Double -> Double -> Double -> 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 :: Double -> Double -> Double -> Double -> [(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 -> (Double,Double) -> Float -> Float -> Float -> 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 -> (Double,Double) -> Float -> Float -> Float -> 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
+
+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/Fun_Init.hs view
@@ -0,0 +1,54 @@+{- 
+
+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.
+
+This FunGEn module contains the initialization procedures.
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Init (
+        funInit
+)where
+
+import Graphics.UI.FunGEn.Fun_Types
+import Graphics.UI.FunGEn.Fun_Loader(FilePictureList)
+import Graphics.UI.FunGEn.Fun_Display
+import Graphics.UI.FunGEn.Fun_Input
+import Graphics.UI.FunGEn.Fun_Map
+import Graphics.UI.FunGEn.Fun_Objects
+import Graphics.UI.FunGEn.Fun_Game
+import Graphics.UI.FunGEn.Fun_Timer
+import Graphics.Rendering.OpenGL
+import Graphics.UI.GLUT
+
+funInit :: WindowConfig -> GameMap v -> [(ObjectManager s)] -> u -> t -> [InputConfig t s u v] -> IOGame t s u v () -> RefreshType -> FilePictureList -> 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) <- funBinding 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
+ Graphics/UI/FunGEn/Fun_Input.hs view
@@ -0,0 +1,34 @@+{- 
+
+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.
+
+This FunGEn module controls the user input (mouse, keyboard, joystick...)
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Input (
+        InputConfig,
+        Key(..), KeyEvent(..), SpecialKey(..), MouseButton(..),
+        funBinding
+) where
+
+import Graphics.UI.FunGEn.Fun_Game
+import Graphics.UI.FunGEn.UserInput
+import Graphics.UI.GLUT
+
+type InputConfig t s u v = (Key,KeyEvent,IOGame t s u v ())
+
+funBinding :: [InputConfig t s u v] -> Game t s u v -> IO (KeyBinder, StillDownHandler)
+funBinding inputs g = do
+        (bindKey, stillDown) <- initUserInput
+        mapM (userBinding g bindKey) inputs 
+        return (bindKey, stillDown)
+
+userBinding :: Game t s u v -> KeyBinder -> InputConfig t s u v -> IO ()
+userBinding g bindKey (key,keyEvent,gameAction) = bindKey key keyEvent (Just (runIOGameM gameAction g))
+ Graphics/UI/FunGEn/Fun_Loader.hs view
@@ -0,0 +1,81 @@+{- 
+
+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.
+
+This FunGEn module loads [bmp] files.
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Loader (
+        loadBitmap, loadBitmapList, FilePictureList
+)where
+
+import Graphics.Rendering.OpenGL
+import IO
+import Foreign
+import Graphics.UI.FunGEn.Fun_Types
+import Graphics.UI.FunGEn.Fun_Aux
+import Graphics.UI.FunGEn.Fun_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 <- openFile 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 "Fun_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 "Fun_Loader.makeColorListAux error: strange bitmap file"
+ Graphics/UI/FunGEn/Fun_Map.hs view
@@ -0,0 +1,232 @@+{- 
+
+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.
+
+This FunGEn module contains the map (game background) routines.
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Map (
+        GameMap,
+        Tile, TileMatrix,
+        getTilePictureIndex, getTileBlocked, getTileMoveCost, getTileSpecialAttribute,
+        colorMap, textureMap, tileMap, multiMap,
+        getMapSize,
+        isTileMap, getTileMapTileMatrix, getTileMapScroll, getTileMapSize, getTileMapTileSize,
+        getCurrentMap, updateCurrentMap, updateCurrentIndex, isMultiMap,
+        drawGameMap, clearGameScreen
+)where
+
+import Graphics.UI.FunGEn.Fun_Types
+import Graphics.UI.FunGEn.Fun_Aux
+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 GLfloat) 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 "Fun_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 "Fun_Map.getTileMapTileMatrix error: game map is not a tile map!"
+
+getTileMapTileSize :: GameMap t -> Point2D
+getTileMapTileSize (TileMap _ ts _ _ _) = ts
+getTileMapTileSize _ = error "Fun_Map.getTileMapTileSize error: game map is not a tile map!"
+
+getTileMapScroll :: GameMap t -> Point2D
+getTileMapScroll (TileMap _ _ s _ _) = s
+getTileMapScroll _ = error "Fun_Map.getTileMapScroll error: game map is not a tile map!"
+
+getTileMapSize :: GameMap t -> Point2D
+getTileMapSize (TileMap _ _ _ _ s) = s
+getTileMapSize _ = error "Fun_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 "Fun_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 "Fun_Map.updateCurrentMap error: updateCurrentMap can only be applied with MultiMaps!"
+
+-- internal use only!
+newMapList :: [(GameMap t)] -> GameMap t -> Int -> [(GameMap t)]
+newMapList [] _ _ = error "Fun_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 "Fun_Map.updateMultiMapIndex error: map index out of range!"
+					  | otherwise = (MultiMap mapList i)
+updateCurrentIndex _ _ = error "Fun_Map.updateCurrentIndex error: the game map is not a MultiMap!"
+
+-----------------------------
+-- creation of maps
+-----------------------------
+
+-- creates a PreColorMap
+colorMap :: Float -> Float -> Float -> Double -> Double -> GameMap t
+colorMap r g b sX sY = ColorMap (Color4 r g b 1.0) (sX,sY)
+
+-- creates a PreTextureMap
+textureMap :: Int -> Double -> Double -> Double -> Double -> 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 -> Double -> Double -> GameMap t
+tileMap matrix tX tY | matrixOk matrix = TileMap matrix (tX,tY) (0,0) (0,0) (sX,sY)
+                     | otherwise = error "Fun_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 "Fun_Map.multiMap  error: the MultiMap map list should not be empty!"
+multiMap mapList currentMap | (currentMap >= (length mapList)) = error "Fun_Map.multiMap error: map index out of range!"
+			    | (mapListContainsMultiMap mapList) = error "Fun_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
+
+-- cheks 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 ROUTINES         --
+----------------------------------------
+clearGameScreen :: Float -> Float -> Float -> IO ()
+clearGameScreen r g b = do
+        clearColor $= (Color4 r g b (1.0 :: GLfloat))
+        clear [ColorBuffer]
+
+-- draws 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 "Fun_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/Fun_Objects.hs view
@@ -0,0 +1,326 @@+{- 
+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.
+
+This modules contains the FunGEn objects procedures
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Objects (
+    GameObject,
+    getGameObjectId, getGameObjectName, getGameObjectManagerName, getGameObjectAsleep, getGameObjectPosition, getGameObjectSize, getGameObjectSpeed, getGameObjectAttribute,
+    getObjectManagerName, getObjectManagerCounter , getObjectManagerObjects,
+    ObjectPicture(..), Primitive(..),
+    FillMode (..),
+    object, drawGameObjects, drawGameObject,
+    objectGroup, ObjectManager,
+    findObjectFromId, searchObjectManager, searchGameObject,
+    updateObject, updateObjectAsleep, updateObjectSize, updateObjectPosition,
+    updateObjectSpeed, updateObjectAttribute, updateObjectPicture,
+    addObjectsToManager,
+    moveGameObjects,
+    destroyGameObject
+) where
+
+import Graphics.UI.FunGEn.Fun_Types
+import Graphics.UI.FunGEn.Fun_Aux
+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] Float Float Float FillMode -- the points (must be in CCW order!), color, fill mode
+    | Circle Double Float Float Float FillMode -- color, radius, fill mode
+    
+data ObjectPicture
+    = Tex (Double,Double) 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 -> (Double,Double)
+getGameObjectSize o = (realToFrac sX,realToFrac sY)
+                      where (sX,sY) = objSize o
+
+getGameObjectPosition :: GameObject t -> (Double,Double)
+getGameObjectPosition o = (realToFrac pX,realToFrac pY)
+                          where (pX,pY) = objPosition o
+
+getGameObjectSpeed :: GameObject t -> (Double,Double)
+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 ("Fun_Objects.updateObjectPicture error: picture index out of range for object " ++
+                              (getGameObjectName obj) ++ " of group " ++ (getGameObjectManagerName obj)))
+        _ -> error ("Fun_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 :: (Double,Double) -> GameObject t -> GameObject t
+updateObjectSize (sX,sY) o = o {objSize = (realToFrac sX, realToFrac sY)}
+
+updateObjectPosition :: (Double,Double) -> GameObject t -> GameObject t
+updateObjectPosition (pX,pY) o = o {objPosition = (realToFrac pX, realToFrac pY)}
+
+updateObjectSpeed :: (Double,Double) -> 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 -> (Double,Double) -> (Double,Double) -> 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 ("Fun_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 ("Fun_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 ("Fun_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 ("Fun_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 ("Fun_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 ("Fun_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 ("Fun_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 ("Fun_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 ("Fun_Objects.destroyGameObjectAux error: object: " ++ objectName ++ " not found!") 
+destroyGameObjectAux objectName (o:os) | (getGameObjectName o == objectName) = os
+                    | otherwise = o:(destroyGameObjectAux objectName os)
+ Graphics/UI/FunGEn/Fun_Text.hs view
@@ -0,0 +1,36 @@+{- 
+
+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.
+
+This FunGEn module contains some functions to print text on the screen.
+Fonts supported: Bitmap9By15, Bitmap8By13, BitmapTimesRoman10, BitmapTimesRoman24
+		 BitmapHelvetica10, BitmapHelvetica12, BitmapHelvetica18
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Text (
+	Text,
+	BitmapFont(..),
+	putGameText
+) where
+
+import Graphics.UI.GLUT
+import Graphics.Rendering.OpenGL
+
+type Text = (String,BitmapFont,(GLdouble,GLdouble),GLfloat,GLfloat,GLfloat)
+
+-- string to be printed, type of font, screen position, color RGB
+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/Fun_Timer.hs view
@@ -0,0 +1,35 @@+{- 
+
+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.
+
+This FunGEn module controls timing (how time-based functions will behave).
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Timer (
+        RefreshType(..),
+        setRefresh
+) where
+
+import Graphics.UI.FunGEn.UserInput
+import Graphics.UI.GLUT
+
+data RefreshType
+        = Idle
+        | Timer Int
+
+setRefresh :: RefreshType -> StillDownHandler -> IO ()
+setRefresh Idle stillDown = idleCallback $= Just (stillDown >> postRedisplay Nothing)
+setRefresh (Timer t) stillDown = addTimerCallback t (timer stillDown t)
+
+timer :: StillDownHandler -> Int -> TimerCallback
+timer stillDown t = do
+        stillDown
+        postRedisplay Nothing
+        addTimerCallback t (timer stillDown t)
+ Graphics/UI/FunGEn/Fun_Types.hs view
@@ -0,0 +1,27 @@+{- 
+
+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.
+
+This FunGEn module contains the FunGEN basic types.
+
+-}
+
+module Graphics.UI.FunGEn.Fun_Types (
+        WindowConfig,
+        Point2D,
+        ColorList3, AwbfBitmap, InvList,
+) where
+
+import Graphics.Rendering.OpenGL
+
+type WindowConfig = ((Int,Int),(Int,Int),String)        -- position, size and name of the window
+type Point2D = (GLdouble,GLdouble)                      -- a bidimensional point in space
+type ColorList3 = [(GLubyte, GLubyte, GLubyte)]         -- color in RGB format
+type AwbfBitmap = (GLsizei, GLsizei, PixelData GLubyte)   -- width, height and data of bitmap
+type InvList = Maybe [(Int,Int,Int)]                    -- invisible colors (in RGB) of bitmap
+ Graphics/UI/FunGEn/UserInput.hs view
@@ -0,0 +1,82 @@+{-
+   GLUT-based keyboard/mouse handling
+   Sven Panne 2000.   mailto:Sven.Panne@informatik.uni-muenchen.de
+-}
+
+module Graphics.UI.FunGEn.UserInput (
+   Key(..), KeyEvent(..), KeyBinder, StillDownHandler, initUserInput
+) where
+
+import Data.IORef(IORef, newIORef, readIORef, modifyIORef)
+import List(delete)
+import Graphics.UI.GLUT
+
+---------------------------------------------------------------------------
+
+data KeyEvent = Press | StillDown | Release   deriving Eq
+
+---------------------------------------------------------------------------
+
+type KeyTable = IORef [Key]
+
+newKeyTable :: IO KeyTable
+newKeyTable = newIORef []
+
+getKeys :: KeyTable -> IO [Key]
+getKeys = readIORef
+
+insertIntoKeyTable :: KeyTable -> Key -> IO ()
+insertIntoKeyTable keyTab key = modifyIORef keyTab (key:)
+
+deleteFromKeyTable :: KeyTable -> Key -> IO ()
+deleteFromKeyTable keyTab key = modifyIORef keyTab (delete key)
+
+---------------------------------------------------------------------------
+
+type KeyBinder = Key -> KeyEvent -> Maybe (IO ()) -> IO ()
+
+-- TODO: Improve type
+type BindingTable = IORef [((Key,KeyEvent), IO ())]
+
+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 -> IO ()
+execAction bindingTable key event =
+   readIORef bindingTable >>= (maybe (return ()) id . lookup (key, event))
+
+---------------------------------------------------------------------------
+
+type StillDownHandler = IO ()
+
+stillDown :: BindingTable -> KeyTable -> StillDownHandler
+stillDown bindingTable pressedKeys =
+   getKeys pressedKeys >>= mapM_ (\k -> execAction bindingTable k StillDown)
+
+---------------------------------------------------------------------------
+
+initUserInput :: IO (KeyBinder, StillDownHandler)
+initUserInput = do
+   -- Using "setKeyRepeat KeyRepeatOff" would be a little bit more
+   -- efficient, but has two disadvantages: It is not yet implemented
+   -- for M$ and it changes the global state of X11.
+   globalKeyRepeat $= GlobalKeyRepeatOff
+   bindingTable <- newBindingTable
+   pressedKeys  <- newKeyTable
+   let keyPress   k = do insertIntoKeyTable pressedKeys k
+                         execAction bindingTable k Press
+       keyRelease k = do deleteFromKeyTable pressedKeys k
+                         execAction bindingTable k Release
+       keyboardMouse k Down _ _ = keyPress   k
+       keyboardMouse k Up   _ _ = keyRelease k
+   keyboardMouseCallback $= Just keyboardMouse
+   return (bindKey bindingTable, stillDown bindingTable pressedKeys)
+
+
+ Setup.hs view
@@ -0,0 +1,3 @@+#!/usr/bin/runhaskell+import Distribution.Simple+main = defaultMain
+ readme.txt view
@@ -0,0 +1,9 @@+Sound support currently not present (originally working only under win32), aiming at multiplatform support through OpenAL.
+(If you want a version with sound support, you can find it at FunGEn website: http://www.cin.ufpe.br/~haskell/fungen/download.html)
+
+Tested under Win32 & Linux/Intel.
+
+Known glitches: Flickering under linux (at least on my shitty laptop).
+                Wierd pong paddle behavior under Win32. 
+
+Unless specified otherwisely, all code is Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br>.