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Monadius 0.9.20071203 → 0.9.20071204

raw patch · 12 files changed

+2192/−373 lines, 12 files

Files

− Main.hs
@@ -1,370 +0,0 @@-{- Copyright 2005 Hideyuki Tanaka & Takayuki Muranushi
-  This program is distributed under the terms of the GNU General Public License.
-
-   NOTE
- This project meant to list up, not to solve, many possible problems that will appear
- while writing a game in Haskell.
- Only nushio is responsible to the unreadability of these codes. -}
-module Main (
-             main
-            ) where
-
-import Graphics.UI.GLUT hiding (position)
-import Graphics.Rendering.OpenGL.GLU
-import Control.Exception -- (catch, ExitException(), throwIO)
-import Control.Monad (mplus, zipWithM_)
-import System.Exit -- (ExitSuccess())
-import Prelude hiding (catch)
-
-import Data.IORef
-import Data.List (isSuffixOf, nub)
-import Data.Complex -- ((:+), Complex())
-import Data.Maybe (fromJust, isJust)
-import System.Directory (createDirectoryIfMissing, doesFileExist)
-import System.Environment (getArgs, getEnv)
-
-import Monadius.Demo -- (ReplayInfo(), demoData)
-import Monadius.Game (isGameover, render, update)
-import Monadius.Monadius
-import Monadius.Recorder
-import Monadius.Util (intToDouble, padding, putDebugStrLn)
-
-data GlobalVariables = GlobalVariables{
-  saveState :: (Int,Int) ,isCheat :: Bool, demoIndex :: Int,
-  -- | 'recorderMode' means general gamemode that user wants,
-  -- 'mode' of a recorder means current gamemode.
-  -- two are different when temporal demo replays.
-  recorderMode :: RecorderMode,
-  playbackKeys :: [[Key]],playbackSaveState :: (Int,Int),playBackName :: Maybe String,
-  recordSaveState :: (Int,Int),saveHiScore :: Int
-  }
-
-replayFileExtension :: String
-replayFileExtension = ".replay"
-
-presentationMode :: Bool
-presentationMode = True
-
-loadReplay :: String-> IO ReplayInfo
-loadReplay filename = readFile filename >>= (return . read)
-
-main :: IO ()
-main = do
-  args <- getArgs
-  putDebugStrLn $ show args
-  getArgsAndInitialize
-  keystate <- newIORef []
-
-  (recMode,keys,rss,repName) <- if isJust $ getReplayFilename args then do
-      ReplayInfo (ss,keystr) <- (loadReplay . fromJust . getReplayFilename) args
-      return (Playback,decode keystr,ss,Just $ (simplify . fromJust . getReplayFilename) args)
-    else if "-r" `elem` args then do
-        return (Play,[],(1,0),Nothing)
-      else
-        return (Record,[],(1,0),Nothing)
-
-  cp <- newIORef (openingProc 0 0 GlobalVariables{saveState = (1,0) ,isCheat = False,
-                                                 recorderMode=recMode,playbackKeys=keys,playbackSaveState = rss,recordSaveState=(1,0),demoIndex=0,
-                                                 playBackName=repName,saveHiScore=0} keystate)
-  initialWindowSize $= Size 640 480
-  initialDisplayMode $= [RGBAMode,DoubleBuffered{-,WithDepthBuffer,WithAlphaComponent-}]
-
-  wnd <- createWindow "Monadius"
-
-  curwnd <- if "-f" `elem` args then do
-    gameModeCapabilities $= [
-        Where' GameModeWidth IsLessThan 650,
-        Where' GameModeHeight IsLessThan 500
-        --Where' GameModeBitsPerPlane IsEqualTo 32,
-        --Where' GameModeRefreshRate IsAtLeast 30,
-        --Where' GameModeNum IsAtLeast 2
-      ]
-
-    displayCallback $= dispProc cp
-    (wnd2,_) <- enterGameMode
-    destroyWindow wnd
-    return wnd2
-   else do
-    return wnd
-
-  displayCallback $= dispProc cp
-  keyboardMouseCallback $= Just (keyProc keystate)
-
-  addTimerCallback 16 (timerProc (dispProc cp))
-
-  initMatrix
-
-  mainLoop
-  destroyWindow curwnd
-
-  `catch` (\_ -> return ())
-
-  where
-    getReplayFilename [] = Nothing
-    getReplayFilename a = (Just . head . candidates) a
-
-    candidates args = filter (replayFileExtension `isSuffixOf`) args
-
-    simplify = (removesuffix . removedir)
-
-    removedir str = if '\\' `elem` str || '/' `elem` str then (removedir . tail) str else str
-    removesuffix str = if '.' `elem` str then (removesuffix . init) str else str
-
-exitLoop :: IO a
-exitLoop = do
-  throwIO $ ExitException ExitSuccess
-
-initMatrix :: IO ()
-initMatrix = do
-  viewport $= (Position 0 0,Size 640 480)
-  matrixMode $= Projection
-  loadIdentity
-  perspective 30.0 (4/3) 600 1400
-  lookAt (Vertex3 0 0 (927 :: Double)) (Vertex3 0 0 (0 :: Double)) (Vector3 0 1 (0 :: Double))
-
-dispProc :: IORef (IO Scene) -> IO ()
-dispProc cp = do
-  m <- readIORef cp
-  Scene next <- m
-  writeIORef cp next
-
--- | Scene is something that does some IO,
--- then returns the Scene that are to be executed in next frame.
-data Scene = Scene (IO Scene)
-
-openingProc :: Int -> Int -> GlobalVariables -> IORef [Key] -> IO Scene
-openingProc clock menuCursor vars ks = do
-  if recorderMode vars == Playback then gameStart (fst $ playbackSaveState vars) (snd $ playbackSaveState vars) (isCheat vars) Playback vars else do
-  if clock > demoStartTime then do demoStart vars else do
-
-  keystate <- readIORef ks
-  clear [ColorBuffer,DepthBuffer]
-  matrixMode $= Modelview 0
-  loadIdentity
-
-  if clock < drawCompleteTime then color $ Color3 (0 :: Double) 0.2 0.8
-    else color $ Color3 (0+shine clock :: Double) (0.2+shine clock) (0.8+shine clock)
-  preservingMatrix $ do
-    translate (Vector3 0 (120 :: Double) 0)
-    scale 1.05 1 (1 :: Double)
-    mapM_ (renderPrimitive LineStrip . renderVertices2D.delayVertices clock) [lambdaLfoot,lambdaRfoot]
-  color $ Color3 (1.0 :: Double) 1.0 1.0
-  preservingMatrix $ do
-    translate $ Vector3 (-195 :: Double) (130) 0
-    scale (0.73 :: Double) 0.56 0.56
-    renderStringGrad Roman 0 "Monadius"
-  preservingMatrix $ do
-    if menuCursor==0 then color $ Color3 (1.0 :: Double) 1.0 0 else color $ Color3 (1.0 :: Double) 1.0 1.0
-    translate $ Vector3 (-230 :: Double) (-200) 0
-    scale (0.2 :: Double) 0.2 0.3
-    renderStringGrad Roman 60 $ (if menuCursor==0 then ">" else " ") ++ "New Game"
-  preservingMatrix $ do
-    if menuCursor==1 then color $ Color3 (1.0 :: Double) 1.0 0 else color $ Color3 (1.0 :: Double) 1.0 1.0
-    translate $ Vector3 (70 :: Double) (-200) 0
-    scale (0.2 :: Double) 0.2 0.3
-    renderStringGrad Roman 60 $ (if menuCursor==1 then ">" else " ") ++ "Continue " ++ (show . fst . saveState) vars++ "-" ++ (show . (+1) . snd . saveState) vars
-  color $ Color3 (1.0 :: Double) 1.0 1.0
-
-  preservingMatrix $ do
-    translate $ Vector3 (-250 :: Double) (75) 0
-    scale (0.15 :: Double) 0.10 0.15
-    renderStringGrad Roman 10 "Dedicated to the makers, the players, the history,"
-  preservingMatrix $ do
-    translate $ Vector3 (-250 :: Double) (55) 0
-    scale (0.15 :: Double) 0.10 0.15
-    renderStringGrad Roman  20 "  and the 20th anniversary of GRADIUS series."
-  mapM_ (\ (y,(strA,strB),i) -> preservingMatrix $ do
-    preservingMatrix $ do
-      translate $ Vector3 (-180 :: Double) y 0
-      scale (0.18 :: Double) 0.18 0.2
-      renderStringGrad Roman (20 + i*5) strA
-    preservingMatrix $ do
-      translate $ Vector3 (60 :: Double) y 0
-      scale (0.18 :: Double) 0.18 0.2
-      renderStringGrad Roman (25 + i*5) strB
-    ) $ zip3 [0,(-35)..] instructions [1..]
-
-  swapBuffers
-
-  if Char ' ' `elem` keystate && clock >= timeLimit then
-     if menuCursor == 0 then
-       gameStart 1 0 False (recorderMode vars) vars
-     else
-       gameStart savedLevel savedArea (isCheat vars) (recorderMode vars) vars
-   else if isJust $ getNumberKey keystate then
-      gameStart (fromJust $ getNumberKey keystate) 0 True (recorderMode vars) vars
-    else return $ Scene $ openingProc (clock+1) (nextCursor keystate) vars ks
-  where
-     instructions = [("Move","Arrow Keys"),("Shot","Z Key"),("Missile","X Key"),("Power Up","C Key"),("Start","Space Bar")]
-     timeLimit = 30 :: Int
-     renderStringGrad font delay str = renderString font (take (((clock-delay) * length str) `div` timeLimit) str)
-     getNumberKey keystate = foldl mplus Nothing $ map keyToNumber keystate
-
-     keyToNumber :: Key -> Maybe Int
-     keyToNumber k = case k of
-       Char c -> if c>='0' && c<='9' then Just $ fromEnum c - fromEnum '0' else Nothing
-       _      -> Nothing
-
-     gameStart level area ischeat recordermode vrs = do
-       -- it is possible to temporary set (recordermode /= recorderMode vars)
-       gs <- newIORef $ initialRecorder recordermode (playbackKeys vrs) (initialMonadius GameVariables{
-       totalScore=0, flagGameover=False,  hiScore=saveHiScore vrs,
-       nextTag=0, gameClock = savePoints!!area ,baseGameLevel = level,
-       playTitle = if recordermode /= Playback then Nothing else playBackName vrs})
-
-       return $ Scene $ mainProc vrs{isCheat=ischeat,recordSaveState=(level,area)} gs ks
-
-     (savedLevel,savedArea) = saveState vars
-
-     demoStart vrs = do
-       let i = demoIndex vrs
-       let ReplayInfo ((lv,area),dat) = demoData!!i
-       gameStart lv area (isCheat vrs) Playback vrs{
-         playBackName = Just "Press Space",
-         playbackKeys = decode dat,
-         demoIndex = demoIndex vrs+1
-       }
-
-     nextCursor keys =
-       if SpecialKey KeyLeft `elem` keys then 0 else
-       if SpecialKey KeyRight `elem` keys then 1 else
-       menuCursor
-
-     delayVertices clck vs = (reverse . take clck . reverse) vs
-
-     lambdaLfoot = moreVertices $ [10:+55,(-15):+0] ++ map (\(x:+y)->((-x):+y)) wing
-     lambdaRfoot = moreVertices $ [(-15):+70,(-12):+77,(-5):+80,(2:+77),(5:+70)] ++ wing
-
-     shine t = monoshine (drawCompleteTime + t) + monoshine (drawCompleteTime + t+6)
-
-     monoshine t = exp(-0.2*intToDouble(t`mod` 240))
-
-     drawCompleteTime = length lambdaRfoot
-
-     moreVertices (a:b:cs) = if magnitude (a-b) > d then moreVertices (a:((a+b)/(2:+0)):b:cs) else a:moreVertices(b:cs)
-       where d=6
-
-     moreVertices x = x
-
-     wing = [(30:+0),(200:+0),(216:+16),(208:+24),(224:+24),(240:+40),(232:+48),(248:+48),(272:+72),(168:+72)]
-
-     renderVertices2D :: [Complex Double] -> IO ()
-     renderVertices2D xys = mapM_ (\(x:+y) -> vertex $ Vertex3 x y 0) xys
-
-     demoStartTime = if presentationMode then 480 else 1800
-
-endingProc :: GlobalVariables -> IORef [Key] -> IORef Double -> IO Scene
-endingProc vars ks ctr= do
-  keystate <- readIORef ks
-  counter <- readIORef ctr
-  modifyIORef ctr (min 2420 . (+2.0))
-  clear [ColorBuffer,DepthBuffer]
-  matrixMode $= Modelview 0
-  loadIdentity
-
-  color $ Color3 (1.0 :: Double) 1.0 1.0
-  zipWithM_ (\str pos -> preservingMatrix $ do
-    translate $ Vector3 (-180 :: Double) (-240+counter-pos) 0
-    scale (0.3 :: Double) 0.3 0.3
-    renderString Roman str)
-    stuffRoll [0,60..]
-
-  swapBuffers
-
-  if Char ' ' `elem` keystate then do
-      return $ Scene $ openingProc 0 1 vars ks
-   else return $ Scene $ endingProc vars ks ctr
-
-  where
-    stuffRoll = [
-     "",
-     "",
-     "Game Designer",
-     "    nushio",
-     "",
-     "Frame Programmer",
-     "    tanakh",
-     "",
-     "Graphics Designer",
-     "    Just nushio",
-     "",
-     "Sound Designer",
-     "    Match Makers",
-     "",
-     "Lazy Evaluator",
-     "    GHC 6.8",
-     "",
-     "Inspired"   ,
-     "    Ugo-Tool",
-     "    gradius2.com",
-     "    Gradius series",
-     "",
-     "Special thanks to",
-     "    John Peterson",
-     "    Simon Marlow",
-     "    Haskell B. Curry",
-     "    U.Glasgow",
-     "",
-     "Presented by",
-     "    team combat",
-     "",
-     "",
-     if (fst . saveState) vars <= 2 then "Congratulations!" else "WE LOVE GAMES!!" ,
-     "",
-     "    press space key"]
-
-mainProc :: GlobalVariables -> IORef Recorder -> IORef [Key] -> IO Scene
-mainProc vars gs ks = do
-  keystate <- readIORef ks
-  modifyIORef gs (update keystate)
-  gamestate <- readIORef gs
-
-  clear [ColorBuffer,DepthBuffer]
-  matrixMode $= Modelview 0
-  loadIdentity
-  render gamestate
-  swapBuffers
-  let currentLevel = baseGameLevel$getVariables$gameBody gamestate
-  let currentArea = maximum $ filter (\i -> (savePoints !! i) < (gameClock $ getVariables $ gameBody gamestate)) [0..(length savePoints-1)]
-  let currentSave = if mode gamestate == Playback then saveState vars else (currentLevel,currentArea)
-  let currentHi = max (saveHiScore vars) (hiScore$getVariables$gameBody gamestate)
-  if (isGameover gamestate) then do
-      counter <- newIORef (0.0 :: Double)
-      if mode gamestate /= Record then return () else do
-        writeReplay vars gamestate $ show (ReplayInfo (recordSaveState vars,(encode2 . preEncodedKeyBuf) gamestate))
-
-      if currentLevel>1 && (not . isCheat) vars && (mode gamestate /= Playback) then
-        return $ Scene $ endingProc vars{saveState=currentSave,saveHiScore = currentHi} ks counter
-       else return $ Scene $ openingProc 0 1 vars{saveState=currentSave,saveHiScore = currentHi} ks
-    else return $ Scene $ mainProc vars{saveState=currentSave,saveHiScore = currentHi} gs ks
-  where
-    writeReplay vs gamestate str = do
-      home <- getEnv "HOME"
-      createDirectoryIfMissing True (home ++ "/.monadius-replay/")
-      filename <- searchForNewFile (
-          "replay\\" ++ (showsave . recordSaveState) vs ++ "-" ++ (showsave . saveState) vs ++ "." ++
-          ((padding '0' 8) . show . totalScore . getVariables . gameBody) gamestate ++ "pts") 0
-      writeFile (home ++ "/.monadius-replay/" ++ filename) str
-    showsave (a,b) = show (a,b+1)
-    searchForNewFile prefix i = do
-      let fn = prefix ++ (uniqStrs!!i) ++ replayFileExtension
-      b <- doesFileExist fn
-      if not b then return fn else do
-        searchForNewFile prefix $ i + 1
-    uniqStrs = ("") : (map (("." ++) . show) ([1..] :: [Int]))
-
-timerProc :: IO () -> IO ()
-timerProc m = addTimerCallback 16 $ timerProc m >> m
-
-keyProc :: IORef [Key] -> Key -> KeyState -> t -> t1 -> IO ()
-keyProc keystate key ks _ _ =
-  case (key,ks) of
-    (Char 'q',_) -> exitLoop
-    (Char '\ESC',_) -> exitLoop
-    (_,Down) -> modifyIORef keystate (nub . (++ [key]))
-    (_,Up) -> modifyIORef keystate (filter (/=key))
-
-savePoints :: [Int]
-savePoints = [0,1280,3000,6080]
-
-
Monadius.cabal view
@@ -1,5 +1,5 @@ name:                Monadius-version:             0.9.20071203+version:             0.9.20071204 synopsis:            2-D arcade scroller description:         A fast-paced 2-D scrolling vector graphics clone of the arcade game Gradius. category:            Game@@ -10,8 +10,12 @@ maintainer:          Takayuki Muranushi <muranushi@gmail.com> build-depends:       base, GLUT, OpenGL, array, directory build-type:          Simple+extra-source-files:  readme-e.txt, readme-j.txt  executable:          monadius main-is:             Main.hs+hs-source-dirs:      Monadius/+other-modules:       Demo, Game, Monadius, Recorder, Util+ ghc-options:         -O2 -Wall -optl-Wl,-s ghc-prof-options:    -prof -auto-all
+ Monadius/Demo.hs view
@@ -0,0 +1,57 @@+module Demo (
+                      demoData,
+                      ReplayInfo(..)
+                     ) where
+
+-- | Demos are automatically played if you let the title scene run for a minute.
+data ReplayInfo = ReplayInfo ((Int,Int),String)
+                  deriving (Show,Read)
+
+-- | Infinite list of demos.
+demoData :: [ReplayInfo]
+demoData = map ReplayInfo $ cycle [d1,d2,d3,d4,d5,d6,dieIn5,laserFool,shieldAttack,three]
+
+{- import Control.Arrow ((&&&))
+   import Data.List (group)
+
+   --| Take a bunch of Ints, and run-length encode them - first member of a pair specifies how many, second what.
+   rleEncode :: [Int] -> [(Int, Int)]
+   rleEncode = map (length &&& head) . group -}
+
+{- | Take a bunch of Int pairs, undo the run-length encoding, and then turn
+   the resulting [Int] into a String. The pairs are a run-length encoding of a String;
+   this was an inadvertent re-implementation of Don Stewart's RLE <http://cgi.cse.unsw.edu.au/~dons/blog/2007/07>. -}
+rleDecode :: [(Int, Int)] -> String
+rleDecode = show . (uncurry replicate =<<)
+
+-- | Data specifying the demo.
+d1,d2,d3,d4,d5,d6,dieIn5,laserFool,shieldAttack,three :: ((Int, Int), String)
+d1 = ((2,1),d)
+     where d = rleDecode [(5, 3), (10, 67), (6, 3), (5, 67), (29, 3), (2, 11), (29, 3), (5, 35), (3, 3), (3, 35), (24, 3), (2, 35), (19, 3), (7, 19), (21, 51), (63, 35), (15, 43), (5, 11), (8, 43), (8, 35), (3, 3), (9, 35), (20, 3), (52, 67), (32, 3), (13, 35), (3, 3), (11, 35), (5, 3), (9, 35), (4, 3), (6, 35), (4, 3), (5, 35), (13, 3), (14, 19), (4, 3), (4, 19), (6, 3), (4, 19), (7, 3), (5, 19), (8, 3), (8, 19), (5, 83), (3, 67), (2, 3), (12, 19), (5, 83), (17, 19), (9, 83), (2, 19), (5, 3), (20, 67), (1, 75), (38, 11), (1, 43), (4, 35), (7, 3), (57, 67), (2, 3), (5, 19), (17, 3), (6, 19), (8, 3), (6, 67), (7, 83), (59, 3), (9, 19), (1, 51), (17, 35), (20, 3), (14, 35), (7, 3), (2, 35), (11, 43), (6, 11), (7, 3), (26, 67), (7, 3), (13, 35), (5, 43), (7, 11), (2, 3), (5, 67), (1, 83), (2, 19), (2, 3), (10, 67), (21, 3), (147, 0)]
+
+d2 = ((2,2),d)
+     where d = rleDecode [(10, 0), (3, 8), (13, 9), (98, 73), (29, 65), (45, 1), (12, 17), (6, 1), (19, 17), (1, 81), (14, 65), (1, 81), (2, 17), (8, 21), (15, 17), (12, 49), (20, 17), (17, 49), (1, 25), (9, 9), (8, 73), (11, 65), (2, 81), (3, 17), (6, 21), (4, 17), (1, 49), (8, 33), (12, 1), (15, 65), (16, 33), (2, 1), (7, 65), (13, 33), (2, 41), (30, 9), (13, 41), (14, 9), (7, 1), (3, 33), (5, 1), (3, 9), (9, 1), (5, 33), (5, 1), (14, 33), (8, 1), (8, 65), (5, 1), (6, 33), (5, 1), (4, 33), (3, 1), (2, 33), (20, 1), (1, 33), (5, 1), (4, 33), (3, 1), (7, 33), (3, 49), (8, 17), (14, 49), (35, 17), (8, 1), (2, 17), (15, 1), (5, 33), (5, 1), (6, 65), (10, 1), (3, 33), (5, 1), (2, 33), (2, 1), (27, 65), (5, 1), (10, 65), (3, 73), (2, 65), (6, 1), (4, 65), (11, 1), (19, 9), (1, 41), (17, 33), (2, 41), (5, 9), (3, 1), (2, 17), (1, 1), (7, 17), (11, 49), (2, 17), (11, 1), (2, 33), (4, 1), (3, 33), (3, 1), (2, 33), (4, 1), (1, 33), (4, 1), (3, 33), (5, 1), (3, 33), (2, 1), (8, 9), (1, 73), (8, 65), (7, 73), (4, 65), (5, 73), (5, 1), (5, 65), (6, 1), (36, 65), (5, 73), (2, 9), (5, 13), (5, 9), (1, 1), (7, 3), (2, 35), (4, 43), (15, 35), (6, 43), (26, 35), (9, 43), (16, 35), (18, 3), (12, 67), (3, 75), (1, 67), (7, 3), (6, 67), (2, 3), (15, 19), (8, 83), (7, 67), (7, 83), (4, 67), (9, 3), (4, 67), (1, 83), (9, 19), (1, 83), (8, 67), (1, 3), (13, 19), (1, 83), (3, 67), (14, 3), (8, 35), (1, 43), (5, 11), (10, 3), (5, 11), (3, 3), (3, 11), (24, 3), (1, 19), (40, 3), (5, 67), (8, 3), (4, 67), (5, 19), (11, 3), (10, 35), (1, 43), (2, 11), (11, 3), (5, 35), (6, 3), (4, 35), (24, 3), (8, 67), (6, 3), (5, 35), (4, 3), (4, 35), (22, 3), (1, 11), (31, 3), (1, 11), (32, 3), (3, 67), (10, 3), (5, 35), (2, 3), (10, 35), (5, 3), (6, 35), (5, 3), (3, 35), (5, 3), (2, 35), (5, 3), (2, 35), (6, 3), (2, 35), (10, 3), (8, 67), (9, 3), (7, 67), (5, 3), (3, 67), (4, 3), (17, 67), (5, 3), (2, 11), (5, 3), (14, 67), (5, 3), (3, 67), (7, 3), (5, 67), (8, 3), (3, 67), (8, 3), (15, 35), (6, 3), (31, 67), (4, 3), (10, 67), (6, 19), (2, 3), (2, 67), (1, 83), (10, 19), (4, 51), (19, 35), (5, 3), (3, 35), (4, 3), (1, 35), (16, 3), (4, 35), (3, 3), (2, 35), (5, 3), (1, 35), (11, 3), (2, 19), (9, 3), (1, 67), (2, 83), (5, 67), (4, 3), (5, 67), (3, 3), (18, 35), (5, 3), (3, 35), (5, 3), (2, 35), (5, 3), (3, 35), (3, 3), (4, 35), (11, 3), (2, 35), (13, 3), (3, 35), (12, 3), (2, 35), (11, 3), (2, 35), (15, 3), (3, 11), (9, 3), (1, 35), (8, 3), (1, 35), (6, 3), (4, 35), (14, 3), (2, 35), (5, 3), (3, 35), (23, 3), (1, 35), (12, 3), (3, 35), (13, 3), (3, 35), (15, 3), (3, 11), (7, 3), (3, 35), (11, 3), (2, 35), (5, 3), (3, 35), (25, 3), (2, 1), (155, 0)]
+
+d3 = ((1,2),d)
+     where d = rleDecode [(13, 0), (2, 8), (16, 9), (77, 73), (25, 65), (5, 1), (3, 9), (15, 1), (5, 65), (15, 1), (4, 65), (13, 1), (5, 65), (10, 1), (5, 17), (2, 1), (6, 65), (1, 1), (16, 17), (2, 1), (9, 65), (1, 1), (5, 17), (4, 21), (13, 17), (16, 49), (29, 17), (4, 49), (2, 33), (2, 41), (6, 9), (4, 73), (11, 65), (1, 1), (16, 17), (5, 1), (3, 17), (7, 1), (6, 33), (5, 1), (3, 33), (4, 1), (8, 65), (10, 1), (4, 33), (7, 1), (2, 33), (1, 1), (8, 65), (26, 33), (3, 41), (31, 9), (13, 41), (21, 9), (11, 41), (19, 9), (4, 1), (5, 33), (8, 1), (48, 65), (1, 97), (2, 33), (4, 1), (13, 33), (1, 49), (24, 17), (12, 49), (41, 17), (6, 1), (5, 9), (11, 73), (3, 9), (1, 73), (8, 65), (1, 73), (32, 9), (9, 41), (15, 9), (6, 41), (3, 33), (4, 1), (13, 65), (1, 97), (4, 33), (28, 49), (19, 33), (11, 49), (5, 33), (16, 49), (4, 17), (5, 81), (13, 65), (7, 73), (16, 33), (9, 49), (2, 33), (2, 1), (1, 65), (1, 1), (4, 17), (1, 49), (6, 33), (1, 1), (4, 9), (5, 73), (66, 65), (2, 73), (13, 9), (6, 41), (13, 9), (6, 13), (4, 9), (6, 1), (3, 9), (10, 1), (21, 65), (16, 1), (4, 65), (6, 1), (3, 33), (10, 1), (3, 33), (10, 1), (3, 33), (6, 1), (1, 33), (13, 1), (1, 33), (10, 1), (4, 33), (11, 1), (4, 33), (5, 1), (1, 33), (12, 1), (3, 33), (10, 1), (2, 33), (11, 1), (5, 33), (8, 1), (3, 33), (8, 1), (2, 33), (8, 1), (3, 33), (15, 1), (2, 33), (5, 1), (3, 33), (5, 1), (45, 33), (20, 49), (27, 17), (42, 81), (6, 65), (6, 73), (26, 65), (8, 73), (27, 9), (35, 41), (11, 33), (4, 41), (18, 33), (2, 41), (2, 33), (1, 1), (4, 65), (8, 69), (6, 65), (7, 67), (14, 83), (23, 19), (18, 83), (4, 67), (11, 3), (4, 35), (1, 3), (7, 67), (5, 3), (2, 67), (16, 3), (4, 35), (4, 3), (8, 67), (5, 3), (11, 35), (5, 3), (2, 35), (3, 51), (7, 35), (13, 3), (5, 67), (5, 3), (3, 67), (13, 3), (5, 67), (5, 3), (3, 67), (5, 3), (27, 67), (1, 83), (8, 19), (25, 51), (25, 3), (5, 35), (18, 3), (1, 67), (6, 83), (3, 67), (22, 3), (32, 35), (5, 3), (5, 35), (1, 3), (7, 35), (7, 3), (4, 11), (5, 3), (4, 35), (5, 3), (3, 35), (3, 3), (4, 19), (16, 3), (1, 19), (14, 3), (8, 67), (8, 3), (4, 19), (1, 3), (15, 67), (2, 83), (11, 67), (2, 75), (1, 11), (6, 3), (1, 11), (16, 3), (5, 67), (5, 3), (3, 35), (5, 3), (3, 11), (4, 3), (5, 11), (11, 3), (9, 19), (8, 3), (2, 35), (18, 43), (22, 35), (12, 43), (20, 35), (27, 51), (1, 19), (7, 3), (2, 19), (7, 3), (13, 67), (5, 75), (5, 67), (1, 75), (5, 11), (5, 43), (2, 35), (7, 3), (4, 67), (12, 83), (10, 67), (5, 83), (23, 67), (3, 75), (24, 67), (2, 99), (3, 35), (7, 39), (1, 35), (2, 43), (5, 3), (11, 35), (1, 43), (1, 11), (5, 3), (5, 35), (3, 3), (6, 35), (4, 3), (11, 35), (5, 3), (3, 35), (5, 3), (10, 67), (38, 3), (2, 35),(121, 3), (1, 2), (49, 0)]
+
+d4 = ((1,0),d)
+     where d = rleDecode [(277, 0), (311, 7), (19, 71), (1, 87), (1, 84), (9, 80), (13, 16), (4, 80), (3, 64), (2, 72), (21, 8), (7, 40), (10, 32), (2, 48), (4, 32), (18, 48), (22, 16), (2, 48), (3, 32), (5, 48), (6, 32), (4, 40), (2, 8), (7, 72), (16, 64), (1, 96), (7, 32), (1, 40), (7, 8), (1, 72), (4, 64), (11, 0), (10, 8), (2, 40), (4, 8), (2, 40), (21, 32), (13, 48), (3, 16), (4, 80), (5, 64), (15, 72), (14, 64), (5, 80), (14, 16), (17, 48), (17, 32), (17, 40), (2, 8), (4, 72), (11, 64), (3, 80), (11, 16), (3, 80), (3, 64), (1, 72), (5, 8), (5, 40), (2, 8), (5, 72), (7, 64), (13, 72), (7, 8), (2, 40), (7, 32), (5, 48), (15, 16), (8, 80), (4, 64), (2, 72), (13, 8), (6, 0), (5, 8), (9, 0), (5, 32), (2, 48), (9, 16), (1, 80), (4, 64), (4, 8), (1, 0), (10, 32), (16, 0), (6, 32), (5, 40), (12, 8), (4, 72), (9, 64), (8, 80), (9, 16), (15, 48), (10, 32), (5, 96), (5, 64), (3, 72), (8, 8), (18, 72), (8, 64), (2, 80), (3, 16), (33, 48), (12, 16), (6, 80), (9, 64), (2, 72), (4, 8), (49, 40), (18, 8), (2, 72), (6, 64), (49, 80), (18, 16), (25, 0), (11, 32), (5, 40), (3, 8), (4, 72), (5, 64), (3, 72), (6, 64), (7, 80), (4, 64), (4, 72), (8, 8), (5, 40), (20, 32), (4, 40), (7, 8), (5, 72), (11, 64), (3, 80), (4, 16), (8, 48), (4, 32), (9, 48), (10, 32), (2, 96), (7, 64), (3, 80), (4, 16), (10, 0), (4, 8), (16, 0), (7, 32), (8, 0), (6, 32), (1, 40), (17, 8), (6, 64), (3, 0), (9, 32), (5, 16), (2, 80), (6, 64), (8, 72), (3, 8), (5, 40), (10, 32), (2, 40), (2, 8), (3, 72), (7, 64), (1, 80), (8, 16), (1, 0), (10, 64), (2, 80), (14, 16), (2, 48), (17, 32), (4, 40), (3, 8), (2, 72), (10, 64), (7, 80), (4, 16), (1, 0), (5, 64), (4, 72), (9, 8), (27, 64), (3, 96), (10, 32), (9, 40), (16, 32), (6, 48), (4, 16), (9, 80), (14, 64), (3, 80), (3, 48), (12, 32), (3, 40), (2, 8), (9, 72), (1, 8), (4, 40), (19, 32), (4, 48), (1, 16), (4, 80), (12, 64), (2, 0), (17, 32), (1, 40), (2, 8), (3, 72), (1, 64), (10, 0), (6, 8), (12, 0), (1, 64), (2, 80), (4, 16), (7, 80), (6, 16), (2, 80), (5, 64), (3, 72), (12, 8), (4, 40), (11, 32), (1, 0), (6, 64), (4, 0), (10, 32), (10, 48), (4, 32), (3, 40), (1, 8), (10, 72), (9, 64), (2, 80), (10, 16), (1, 80), (18, 64), (2, 0), (2, 8), (15, 32), (2, 48), (3, 16), (3, 80), (9, 64), (6, 80), (4, 16), (1, 0), (12, 64), (6, 72), (11, 8), (3, 40), (2, 32), (2, 96), (4, 64), (1, 0), (4, 32), (12, 40), (6, 32), (1, 48), (1, 112), (5, 80), (3, 64), (7, 80), (4, 48), (16, 32), (5, 40), (5, 8), (2, 40), (9, 32), (1, 96), (11, 64), (4, 80), (10, 16), (1, 48), (8, 32), (15, 0), (9, 16), (2, 0), (19, 64), (1, 96), (6, 32), (9, 0), (10, 64), (8, 72), (5, 64), (3, 80), (3, 16), (3, 80), (5, 64), (4, 72), (8, 8), (7, 72), (6, 64), (3, 80), (2, 16), (15, 48), (8, 32), (9, 40), (23, 32), (14, 40), (6, 8), (3, 0), (7, 32), (12, 48), (12, 16), (2, 80), (19, 64), (3, 72), (4, 64), (5, 72), (16, 64), (6, 72), (12, 8), (1, 40), (4, 32), (3, 96), (1, 64), (5, 80), (3, 16), (4, 80), (13, 64), (5, 80), (9, 16), (4, 48), (5, 32), (2, 40), (3, 72), (7, 64), (5, 80), (3, 16), (2, 48), (14, 32), (13, 40), (27, 32), (5, 40), (6, 32), (7, 48), (1, 16), (1, 80), (8, 64), (2, 0), (7, 32), (3, 48), (4, 16), (15, 0), (6, 32), (3, 40), (10, 8), (4, 72), (2, 8), (9, 0), (6, 32), (170, 0)]
+
+d5 = ((2,0),d)
+     where d = rleDecode [(20,0), (80,8), (13,0), (9,8), (77,0), (5,3), (3,3), (80,6), (2,8), (1,1), (5,2), (20,1), (1,1), (80,4), (11,4), (5,3), (3,1), (31,6), (15,6), (4,0), (40,3), (4,3), (33,0), (50,1), (15,0), (8,3), (17,0), (57,1), (16,6), (1,1), (6,9), (5,1), (3,9), (27,1), (2,3), (2,3), (3,4), (3,8), (1,9), (3,1), (4,9), (10,1), (5,9), (4,1), (3,9), (7,1), (3,9), (5,1), (2,9), (5,1), (11,9), (14,1), (8,6), (1,6), (19,8), (3,1), (28,4), (2,1), (7,8), (4,6), (63,6), (21,6), (2,7), (2,9), (7,4), (10,4), (15,8), (41,4), (5,3), (2,9), (26,6), (12,3), (7,3), (19,3), (3,4), (27,1), (19,4), (13,1), (3,4), (3,3), (26,1), (33,6), (17,7), (5,6), (1,9), (1,15), (8,4), (28,9), (10,4), (2,3), (6,3), (6,3), (2,4), (5,1), (3,8), (38,6), (1,6), (4,3), (7,3), (1,4), (5,4), (9,1), (1,4), (2,4), (5,3), (8,0), (2,1), (6,3), (1,0), (8,3), (14,4), (32,1), (24,0), (12,6), (2,7), (5,8), (7,0), (3,8), (5,0), (5,8), (64,0), (4,3), (6,4), (22,3), (5,4), (5,1), (2,8), (10,6), (20,8), (10,8), (6,8), (2,6), (3,1), (2,3), (5,3), (2,4), (1,1), (15,9), (12,1), (5,4), (2,1), (10,9), (8,4), (2,9), (6,1), (29,3), (19,1), (3,0), (15,3), (1,4), (2,8), (15,0), (12,3), (2,0), (2,6), (17,6), (23,1), (7,3), (38,1), (6,3), (39,1), (7,3), (27,1), (46,6), (1,6), (4,3), (4,1), (3,3), (5,1), (23,3), (3,4), (7,5), (12,4), (10,3), (17,4), (2,3), (3,3), (3,3), (5,1), (3,9), (1,4), (1,9), (10,1), (8,3), (2,1), (2,3), (5,1), (19,6), (21,8), (6,1), (2,1), (3,4), (20,3), (7,4), (4,3), (9,1), (4,3), (3,3), (3,3), (14,1), (23,6), (2,1), (4,1), (1,1), (6,3), (5,1), (7,1), (7,1), (5,6), (1,1), (5,1), (2,1), (7,3), (6,1), (22,9), (18,1), (7,6), (11,1), (3,4), (14,1), (1,1), (4,3), (35,1), (24,9), (6,4), (16,3), (4,4), (12,1), (30,1), (15,9), (3,4), (1,9), (14,1), (17,1), (2,1), (70,1), (5,1), (4,1), (7,3), (10,1), (4,6), (10,7), (30,6), (6,1), (5,6), (5,1), (4,1), (19,1), (24,6), (5,1), (5,6), (3,1), (5,6), (7,1), (3,6), (7,1), (2,6), (9,1), (53,3), (8,3), (6,3), (4,4), (16,9), (3,7), (3,9), (13,1), (3,9), (3,1), (7,3), (16,1), (17,6), (2,6), (5,3), (2,3), (6,1), (19,1), (7,8), (26,1), (6,1), (5,1), (1,3), (1,4), (5,5), (2,3), (19,3), (13,4), (1,4), (5,3), (2,4), (8,9), (2,7), (10,6), (14,1), (9,0), (5,4), (9,0), (5,8), (11,0), (3,8), (17,0), (5,1), (13,1), (32,1), (5,1), (2,6), (11,7), (19,6), (3,7), (39,9), (6,1), (17,3), (2,6), (10,6), (6,6), (5,3), (9,1), (4,3), (6,6), (4,3), (1,6), (5,6), (10,1), (2,6), (1,8), (3,1), (2,1), (7,1), (8,3), (3,1), (15,6), (3,6), (2,3), (3,1), (7,1), (2,4), (27,3), (6,3), (1,3), (11,4), (13,4), (4,4), (10,5), (5,4), (5,4), (5,1), (6,1), (16,0), (10,6), (1,7), (3,6), (4,7), (3,8), (6,0), (3,8), (18,0), (3,8), (3,0), (2,3), (8,3), (10,1), (15,9), (5,1), (14,9), (1,1), (5,3), (5,1), (2,3), (3,1), (2,9), (5,1), (3,9), (5,1), (2,9), (3,1), (10,3), (1,1), (4,3), (6,1), (11,3), (3,6), (4,6), (8,1), (2,1), (5,1), (1,5), (7,4), (21,1), (14,4), (6,5), (4,4), (8,1), (5,1), (7,6), (13,7), (4,9), (29,1), (12,9), (2,1), (2,3), (1,3), (4,4), (1,1), (1,9), (6,1), (3,9), (4,7), (15,6), (4,6), (4,6), (1,8), (2,1), (2,4), (3,3), (1,1), (1,6), (3,1), (12,9), (3,4), (9,3), (1,4), (4,9), (3,1), (5,9), (3,1), (2,9), (14,1), (6,3), (7,1), (5,5), (3,1), (2,9), (11,1), (43,6), (8,1), (1,6), (39,1), (19,3), (24,1), (2,3), (54,1), (19,3), (95,1), (15,3), (2,1), (18,3), (23,4), (6,1), (11,1), (3,8), (15,6), (3,6), (8,7), (1,7), (7,6), (9,6), (7,6), (8,7), (12,9), (3,4), (2,4), (3,3), (5,3), (8,4), (12,3), (2,1), (4,6), (8,6), (5,6), (17,1), (8,3), (3,6), (5,6), (8,1), (4,1), (1,1), (7,3), (3,6), (2,6), (19,1), (4,3), (7,6), (2,8), (1,8), (4,1), (11,1), (9,3), (11,3), (7,1), (3,1), (5,6), (2,1), (9,3), (6,1), (4,1), (2,1), (2,3), (2,4), (2,3), (8,1), (4,6), (2,1), (4,3), (4,6), (2,3), (10,1), (4,9), (9,1), (24,3), (2,4), (15,3), (4,4), (1,4), (10,1), (7,9), (2,3), (6,3), (13,1), (4,3), (3,6), (5,6), (2,8), (8,1), (7,8), (10,1), (1,1), (9,3), (5,1), (3,1), (11,1), (8,3), (4,1), (8,7), (5,6), (6,1), (4,1), (4,8), (10,6), (8,6), (11,6), (1,9), (29,3), (1,4), (2,4), (5,1), (1,7), (4,7), (10,6), (17,1), (33,3), (18,4), (3,9), (2,1), (3,4), (5,3), (8,1), (8,6), (9,6), (2,3), (19,1), (1,3), (8,6), (3,3), (2,1), (8,8), (2,1), (10,1), (9,3), (3,1), (7,1), (6,1), (8,3), (2,6), (5,6), (5,1), (5,3), (6,6), (2,6), (5,1), (2,6), (1,7), (2,9), (5,1), (5,9), (2,1), (4,6), (6,7), (6,6), (3,1), (1,3), (3,6), (6,3), (4,1), (4,3), (1,4), (1,1), (9,1), (3,1), (2,1), (1,3), (7,4), (7,1), (1,4), (2,3), (4,3), (2,5), (12,4), (5,3), (10,4), (5,3), (7,3), (1,3), (5,4), (2,9), (7,7), (7,6), (3,7), (10,9), (3,1), (5,3), (11,1), (4,9), (11,1), (3,9), (2,1), (3,3), (3,1), (2,3), (11,1), (8,3), (2,1), (11,1), (42,6), (14,1), (6,5), (10,1), (11,3), (33,1), (13,3), (7,1), (4,3), (13,3), (7,0), (5,3), (7,0), (1,3), (21,0), (3,3), (5,0), (3,3), (16,0), (18,1), (11,0), (7,3), (5,0), (1,3), (2,0), (6,1), (2,3), (6,2), (43,0), (3,3), (31,0), (3,3), (10,0), (11,3), (10,0), (15,1), (5,3), (2,6), (5,3), (5,6), (10,6), (2,6), (6,3), (3,6), (16,6), (6,8), (10,8), (7,1), (5,4), (10,5), (10,4), (13,5), (7,4), (12,1), (4,3), (3,3), (1,3), (6,1), (2,1), (5,8), (11,6), (5,1), (14,6), (5,7), (7,7), (3,7), (34,8), (5,4), (46,3), (19,4), (5,1), (11,8), (7,8), (3,8), (34,6), (15,7), (4,6), (9,8), (17,1), (3,8), (13,6), (11,7), (7,8), (6,4), (5,3), (51,4), (25,3), (24,4), (8,4), (3,1), (17,8), (11,6), (42,7), (10,6), (17,8), (4,1), (21,4), (10,1), (12,8), (11,6), (1,6), (6,7), (2,8), (2,0), (4,3), (2,0), (5,1), (10,0), (1,6), (16,7), (8,8), (26,4), (21,3), (4,4), (11,4), (8,4), (7,1), (5,8), (8,6), (5,6), (3,7), (4,6), (2,8), (10,8), (2,6), (3,7), (4,8), (3,7), (14,6), (2,8), (7,1), (1,8), (3,6), (7,0), (7,3), (1,4), (5,8), (10,7), (9,8), (25,4), (43,3), (13,4), (2,4), (9,1), (4,1), (11,8), (7,6), (20,7), (2,7), (11,6), (10,6), (16,8), (12,1), (3,8), (6,6), (4,7), (3,8), (2,0), (16,3), (2,4), (8,1), (8,4), (35,3), (7,4), (1,4), (9,9), (15,8), (9,7), (2,7), (5,6), (3,8), (25,8), (13,6), (4,7), (4,6), (12,7), (3,8), (4,0), (5,1), (5,0), (18,1), (3,4), (2,3), (13,0), (9,8), (8,0), (3,1), (1,8), (11,6), (2,0), (3,1), (15,0), (3,3), (4,4), (3,0), (11,6), (4,0), (5,1), (8,0), (4,1), (2,4), (42,3), (2,4), (6,4), (1,9), (20,8), (7,9), (3,7), (1,7), (3,6), (17,8), (4,6), (6,7), (2,6), (24,8), (7,6), (2,0), (4,8), (11,0), (10,1), (1,4), (27,3), (44,4), (3,8), (2,7), (5,6), (1,0), (6,1), (6,8), (1,1), (10,0), (7,4), (21,0), (4,3), (3,4), (13,1), (12,8), (4,6), (3,7), (2,8), (8,4), (8,8), (6,4), (2,3), (57,0), (19,8), (6,0), (3,8), (22,0), (40,6), (10,3), (24,4), (19,1), (2,4), (2,1), (29,0), (4,1), (9,0), (13,6), (5,7), (18,6), (2,0), (3,1), (7,0), (11,3), (29,4), (10,8), (19,4), (2,3), (8,3), (2,3), (6,0), (10,1), (6,8), (20,1), (12,8), (5,6), (10,0), (5,1), (7,0), (6,3), (2,4), (2,4), (6,9), (25,8), (40,0), (10,8), (5,0), (15,1), (15,0), (7,3), (5,4), (14,1), (4,0), (16,6), (1,8), (8,1), (18,4), (4,3), (4,4), (30,8), (1,9), (8,7), (5,7), (4,8), (3,0), (5,6), (1,0), (4,1), (3,0), (3,3), (2,4), (6,3), (6,4), (15,0), (13,6), (6,8), (6,1), (5,0), (22,1), (6,4), (6,1), (9,0), (10,1), (2,0), (5,3), (3,4), (3,8), (7,7), (15,8), (5,0), (2,3), (3,4), (2,3), (8,4), (12,8), (2,7), (4,6), (4,7), (2,6), (2,0), (5,8), (27,0), (11,1), (3,0), (9,1), (4,4), (9,1), (17,8), (16,1), (10,0), (3,3), (2,0), (7,1), (3,3), (2,3), (6,4), (28,8), (6,1), (3,8), (7,4), (5,4), (1,3), (4,4), (1,4), (3,1), (7,8), (23,1), (16,8), (10,6), (3,1), (2,3), (5,4), (5,4), (23,8), (20,7), (6,6), (2,8), (5,4), (27,4), (9,1), (6,8), (12,1), (1,8), (5,6), (5,7), (13,6), (2,0), (5,1), (8,0), (3,6), (51,0), (10,3), (10,4), (7,4), (15,9), (3,4), (10,9), (6,7), (2,9), (4,4), (3,9), (2,4), (8,3), (2,3), (4,5), (4,1), (6,1), (3,1), (1,3), (2,4), (6,1), (3,8), (17,1), (31,1), (2,0), (5,3), (3,0), (5,8), (3,0), (4,8), (1,9), (2,1), (2,3), (2,6), (3,7), (4,1), (2,9), (3,8), (1,7), (15,6), (7,8), (2,8), (8,5), (2,4), (13,4), (4,3), (5,2), (1,3), (10,3), (2,9), (8,1), (3,7), (2,6), (4,3), (3,1), (2,8), (8,0), (5,3), (3,0), (19,6), (2,6), (11,1), (10,0), (2,6), (6,0), (1,1), (8,3), (2,3), (13,3), (2,4), (11,8), (5,0), (2,8), (15,0), (1,8), (1,7), (3,6), (10,6), (10,1), (2,3), (5,1), (4,1), (1,1), (8,3), (5,1), (3,0), (3,1), (5,3), (4,1), (1,5), (12,3), (6,4), (18,9), (5,1), (3,9), (8,1), (2,3), (6,6), (10,6), (4,1), (17,3), (19,1), (2,6), (8,6), (20,6), (12,3), (14,1), (28,3), (1,3), (7,3), (2,1), (3,3), (10,1), (9,3), (6,1), (3,3), (6,1), (4,3), (9,1), (8,3), (2,4), (1,1), (21,1), (1,3), (6,6), (3,3), (3,1), (4,9), (22,1), (4,3), (6,6), (10,6), (1,8), (1,8), (7,1), (8,1), (7,1), (3,3), (5,1), (2,1), (1,1), (5,3), (4,1), (6,6), (2,1), (3,1), (18,1), (2,1), (4,8), (4,6), (4,6), (1,6), (3,1), (2,9), (3,8), (2,4), (23,3), (12,0), (6,8), (3,7), (1,7), (1,6), (4,8), (6,1), (1,1), (9,1), (6,0), (1,1), (2,3), (4,1), (7,3), (2,1), (22,0), (1,6), (4,7), (19,8), (1,4), (6,3), (4,4), (4,3), (3,4), (6,8), (1,4), (5,8), (1,2), (3,1), (6,8), (11,1), (1,8), (12,1), (15,0), (3,1), (101,0), (16,1), (3,3), (4,3), (3,4), (3,8), (2,9), (7,1), (5,7), (3,1), (5,3), (3,1), (12,3), (2,3), (1,5), (14,1), (2,8), (5,6), (5,3), (6,6), (4,3), (8,6), (10,3), (1,6), (7,3), (5,1), (2,3), (6,6), (5,6), (5,6), (8,6), (14,1), (20,3), (12,1), (4,3), (5,1), (3,3), (6,1), (2,3), (3,1), (8,3), (2,1), (2,6), (6,7), (12,9), (5,1), (3,9), (4,1), (3,9), (3,1), (4,9), (4,1), (9,3), (15,1), (15,3), (121,1), (13,3), (4,4), (30,1), (13,3), (16,1), (3,1), (51,1), (10,3), (1,1), (2,1), (9,1), (4,1), (15,1), (8,3), (37,1), (10,3), (10,1), (5,9), (3,1), (2,6), (5,6), (5,3), (6,1), (10,6), (5,6), (1,3), (4,1), (2,6), (7,3), (4,1), (11,6), (1,7), (2,9), (10,1), (8,9), (31,4), (9,3), (4,1), (2,9), (4,1), (4,9), (13,1), (8,3), (3,3), (12,3), (5,1), (3,3), (18,1), (1,6), (4,8), (4,1), (9,1), (3,1), (20,8), (7,8), (2,8), (5,6), (2,7), (1,9), (13,1), (6,6), (4,7), (10,9), (5,1), (5,4), (6,4), (3,9), (4,1), (5,9), (5,1), (3,9), (4,1), (1,9), (12,1), (8,3), (3,1), (11,3), (7,4), (18,1), (5,8), (9,6), (2,6), (2,7), (7,1), (5,9), (4,7), (2,9), (11,1), (9,6), (1,7), (8,9), (2,1), (6,3), (30,3), (2,4), (7,5), (1,4), (3,1), (6,1), (9,6), (4,7), (7,6), (8,8), (2,1), (3,1), (2,8), (5,6), (1,6), (8,1), (21,6), (11,1), (148,0)]
+
+d6 = ((5,0),d)
+     where d = rleDecode [(16, 0), (7, 8), (12, 9), (71, 8), (7, 1), (3, 17), (25, 1), (6, 65), (1, 1), (60, 33), (90, 65), (52, 64), (2, 96), (3, 36), (9, 32), (5, 0), (1, 8), (37, 0), (2, 1), (2, 65), (5, 1), (2, 33), (3, 1), (2, 33), (4, 1), (1, 33), (3, 9), (1, 1), (1, 9), (4, 1), (4, 65), (4, 81), (22, 65), (21, 64), (1, 68), (2, 4), (1, 36), (5, 32), (8, 0), (4, 32), (2, 0), (13, 16), (66, 48), (2, 32), (33, 33), (2, 41), (1, 72), (17, 64), (3, 80), (31, 64), (3, 68), (1, 64), (2, 72), (3, 8), (1, 9), (11, 33), (2, 9), (2, 1), (3, 33), (6, 1), (1, 33), (1, 41), (4, 9), (8, 1), (3, 9), (1, 1), (3, 9), (3, 1), (1, 9), (3, 1), (1, 9), (4, 1), (5, 33), (2, 1), (2, 17), (4, 1), (2, 17), (13, 1), (6, 65), (1, 73), (5, 9), (5, 33), (2, 1), (2, 33), (1, 41), (1, 9), (1, 41), (4, 33), (2, 41), (3, 9), (1, 1), (1, 9), (1, 1), (6, 0), (1, 32), (4, 33), (4, 8), (2, 0), (1, 32), (1, 33), (2, 1), (1, 0), (2, 32), (1, 16), (1, 48), (11, 16), (7, 80), (2, 16), (2, 1), (8, 0), (5, 64), (9, 72), (18, 64), (17, 16), (1, 0), (8, 1), (2, 17), (20, 1), (25, 33), (1, 40), (20, 8), (31, 72), (1, 65), (10, 1), (34, 33), (1, 1), (9, 17), (11, 16), (10, 80), (2, 64), (4, 80), (2, 81), (4, 80), (2, 81), (6, 80), (7, 64), (6, 80), (1, 113), (2, 33), (2, 32), (22, 33), (2, 1), (4, 65), (7, 73), (2, 72), (4, 8), (2, 40), (4, 41), (1, 40), (8, 32), (9, 40), (2, 41), (1, 9), (19, 8), (3, 9), (3, 1), (2, 17), (1, 81), (3, 65), (7, 81), (3, 80), (26, 16), (3, 80), (1, 64), (2, 65), (1, 64), (3, 72), (2, 73), (1, 65), (1, 64), (1, 80), (4, 81), (1, 80), (1, 81), (3, 17), (4, 16), (1, 65), (2, 1), (2, 0), (14, 64), (3, 72), (25, 8), (14, 40), (2, 41), (2, 40), (2, 41), (2, 40), (3, 41), (1, 33), (14, 32), (4, 0), (4, 16), (5, 0), (2, 8), (7, 0), (3, 64), (1, 72), (3, 8), (2, 72), (8, 64), (5, 80), (6, 64), (4, 0), (4, 36), (1, 8), (3, 0), (11, 1), (3, 33), (3, 49), (3, 17), (2, 81), (25, 17), (13, 16), (1, 17), (13, 1), (2, 33), (5, 32), (1, 40), (2, 8), (1, 0), (30, 8), (1, 9), (4, 41), (4, 33), (4, 1), (1, 9), (4, 1), (1, 9), (2, 1), (2, 9), (3, 1), (2, 9), (1, 1), (1, 9), (5, 1), (2, 9), (6, 65), (1, 81), (8, 65), (5, 1), (3, 33), (1, 1), (3, 65), (5, 1), (7, 17), (1, 49), (4, 48), (2, 16), (12, 17), (5, 81), (9, 17), (3, 81), (5, 65), (3, 81), (3, 17), (10, 1), (9, 65), (8, 1), (19, 33), (4, 41), (20, 9), (5, 73), (3, 77), (1, 13), (13, 9), (4, 1), (1, 9), (4, 1), (1, 9), (7, 1), (4, 3), (10, 1), (10, 65), (38, 1), (2, 65), (69, 1), (12, 65), (4, 67), (1, 3), (62, 1), (6, 3), (20, 1), (7, 33), (5, 1), (9, 33), (1, 1), (8, 65), (10, 1), (3, 3), (1, 67), (1, 65), (4, 1), (2, 65), (7, 1), (3, 3), (9, 1), (14, 33), (1, 35), (2, 3), (12, 1), (2, 33), (4, 1), (4, 3), (4, 1), (3, 33), (2, 1), (4, 3), (2, 1), (7, 17), (1, 49), (15, 33), (3, 41), (5, 9), (1, 1), (2, 33), (5, 35), (1, 33), (7, 1), (1, 33), (8, 1), (5, 3), (3, 1), (8, 65), (6, 1), (6, 3), (1, 67), (4, 65), (3, 1), (1, 33), (5, 49), (2, 17), (4, 81), (1, 65), (1, 67), (3, 3), (3, 1), (3, 65), (2, 81), (2, 17), (1, 81), (2, 17), (3, 81), (3, 1), (13, 65), (4, 81), (12, 17), (4, 1), (3, 17), (2, 1), (5, 33), (3, 1), (12, 9), (4, 1), (6, 9), (9, 1), (3, 3), (31, 1), (4, 33), (7, 41), (20, 33), (3, 35), (2, 3), (3, 9), (2, 1), (1, 9), (7, 73), (15, 65), (1, 81), (19, 17), (5, 1), (5, 17), (2, 1), (4, 17), (2, 49), (4, 51), (1, 19), (2, 17), (16, 1), (1, 33), (19, 1), (30, 9), (32, 1), (20, 17),(170, 1), (4, 17), (3, 1), (3, 65), (1, 73), (4, 9), (8, 41), (6, 1), (2, 9), (6, 1), (1, 65), (6, 81), (14, 17), (13, 1), (9, 65), (7, 73), (3, 1), (1, 65), (13, 73), (9, 65), (4, 1), (6, 17), (4, 65), (10, 1), (2, 9), (3, 1), (4, 9), (9, 1), (2, 9), (15, 1), (1, 17), (7, 1), (3, 33), (2, 49), (27, 33), (6, 35), (3, 41), (21, 9), (1, 41), (1, 35), (3, 51), (2, 49), (5, 17), (15, 49), (3, 51), (1, 49), (1, 17), (12, 1), (7, 33), (1, 1), (2, 17), (18, 1), (13, 65), (30, 73), (1, 65), (73, 1), (2, 9), (47, 1), (31, 17), (2, 1), (2, 33), (5, 49), (1, 33), (4, 1), (3, 3), (1, 67), (2, 65), (1, 1), (3, 9), (2, 73), (9, 65), (3, 1), (20, 65), (1, 73), (4, 9), (1, 11), (3, 43), (1, 35), (4, 33), (15, 9), (2, 41), (2, 43), (1, 35), (8, 33), (2, 41), (6, 9), (3, 1), (1, 9), (1, 1), (9, 3), (10, 35), (1, 3), (1, 1), (5, 33), (2, 49), (3, 1), (2, 17), (1, 19), (3, 83), (7, 81), (4, 65), (6, 1), (1, 67), (3, 3), (14, 65), (1, 17), (1, 19), (3, 3), (4, 1), (5, 65), (1, 81), (2, 17), (6, 1), (7, 33), (1, 41), (1, 9), (11, 11), (4, 3), (1, 11), (2, 3), (1, 11), (19, 3), (14, 35), (7, 33), (2, 49), (13, 33), (3, 35), (2, 3), (2, 1), (1, 9), (5, 65), (8, 1), (2, 65), (1, 67), (3, 3), (3, 67), (18, 65), (1, 1), (3, 3), (2, 35), (1, 3), (2, 1), (8, 33), (4, 49), (1, 17), (4, 1), (2, 33), (1, 1), (2, 33), (5, 1), (2, 33), (7, 1), (8, 17), (6, 49), (1, 17), (3, 19), (2, 3), (1, 35), (1, 3), (1, 1), (9, 65), (13, 81), (1, 19), (1, 3), (2, 35), (1, 33), (7, 41), (12, 33), (8, 49), (8, 17), (1, 19), (4, 3), (3, 1), (4, 3), (2, 1), (5, 9), (1, 1), (4, 33), (3, 17), (1, 81), (3, 65), (2, 1), (2, 9), (2, 1), (6, 65), (2, 73), (10, 65), (17, 73), (1, 75), (1, 11), (7, 3), (1, 65), (3, 73), (1, 75), (2, 11), (2, 3), (2, 33), (3, 1), (2, 65), (1, 73), (1, 9), (1, 73), (3, 65), (1, 33), (4, 35), (5, 33), (4, 41), (3, 9), (1, 33), (3, 35), (4, 3), (2, 11), (1, 3), (1, 1), (2, 33), (1, 35), (4, 3), (6, 35), (2, 33), (1, 49), (5, 1), (2, 17), (2, 19), (5, 83), (3, 81), (5, 65), (6, 81), (1, 65), (1, 1), (1, 3), (2, 19), (2, 3), (4, 1), (1, 9), (1, 11), (2, 75), (2, 11), (1, 3), (3, 1), (12, 33), (4, 35), (1, 43), (10, 9), (2, 1), (1, 65), (3, 73), (2, 65), (3, 1), (12, 65), (3, 73), (3, 1), (1, 9), (1, 1), (1, 9), (9, 1), (5, 33), (1, 5), (1, 21), (2, 5), (2, 1), (2, 65), (9, 67), (2, 81), (4, 17), (6, 81), (10, 17), (3, 3), (2, 1), (8, 33), (1, 41), (10, 9), (12, 73), (9, 65), (1, 73), (3, 1), (2, 9), (8, 1), (3, 65), (4, 1), (2, 65), (7, 1), (1, 65), (4, 1), (4, 33), (4, 1), (6, 33), (3, 1), (2, 33), (37, 1), (2, 33), (39, 1), (1, 33), (16, 1), (2, 33), (3, 3), (13, 1), (2, 3), (2, 35), (10, 1), (5, 35), (5, 33), (8, 49), (5, 17), (4, 49), (4, 17), (1, 1), (1, 3), (4, 19), (14, 17), (2, 19), (4, 3), (6, 1), (4, 3), (2, 1), (3, 33), (11, 1), (1, 9), (3, 1), (2, 9), (3, 1), (26, 65), (7, 73), (5, 75), (2, 9), (5, 1), (2, 9), (3, 1), (13, 9), (1, 41), (1, 43), (1, 11), (3, 3), (2, 11), (2, 3), (1, 11), (2, 3), (1, 11), (3, 3), (1, 11), (6, 3), (1, 11), (7, 3), (1, 11), (5, 3), (21, 35), (1, 1), (10, 65), (4, 81), (13, 17), (13, 49), (6, 51), (4, 49), (1, 33), (26, 1), (6, 3), (7, 1), (2, 9), (9, 73), (1, 65), (6, 1), (2, 65), (1, 9), (9, 1), (6, 3), (15, 1), (16, 33), (1, 97), (17, 65), (3, 1), (9, 3), (3, 1), (2, 65), (9, 1), (2, 65), (4, 1), (1, 65), (1, 67), (6, 3), (7, 1), (3, 65), (1, 1), (6, 3), (4, 1), (1, 65), (5, 1), (1, 67), (3, 3), (4, 1), (4, 3), (6, 1), (5, 33), (1, 49), (1, 17), (7, 1), (5, 3), (5, 1), (2, 65), (2, 1), (1, 3), (1, 35), (1, 33), (1, 49), (1, 17), (6, 1), (1, 65), (1, 67), (3, 3), (8, 1), (7, 33), (14, 1), (4, 3), (12, 1), (1, 65), (6, 1), (4, 65), (5, 1), (1, 65), (2, 1), (7, 65), (5, 1), (1, 65), (2, 1), (7, 65), (4, 1), (1, 9), (2, 1), (21, 33), (1, 1), (13, 65), (5, 67), (1, 75), (1, 73), (3, 1), (12, 17), (4, 1), (2, 17), (1, 1), (6, 65), (2, 1), (1, 33), (6, 49), (22, 33), (2, 1), (3, 33), (1, 1), (2, 33), (9, 1), (1, 9), (5, 1), (4, 3), (2, 33), (14, 1), (3, 3), (3, 1), (4, 65), (3, 1), (2, 65), (2, 1), (15, 65), (3, 73), (4, 1), (2, 65), (9, 1), (2, 65), (3, 1), (2, 17), (2, 1), (3, 65), (14, 1), (1, 9), (5, 1), (3, 3), (5, 1), (1, 33), (5, 1), (4, 65), (8, 1), (2, 65), (1, 1), (1, 65), (3, 1), (3, 65), (12, 1), (4, 3), (1, 1), (2, 33), (7, 1), (1, 17), (5, 1), (1, 33), (8, 1), (1, 65), (3, 1), (1, 65), (2, 1), (2, 65), (5, 1), (2, 9), (7, 1), (4, 33), (2, 1), (3, 33), (5, 49), (4, 33), (3, 35), (4, 33), (5, 1), (2, 65), (2, 1), (4, 65), (1, 1), (2, 65), (2, 1), (1, 3), (2, 67), (2, 3), (1, 65), (4, 1), (2, 65), (4, 1), (1, 9), (9, 1), (1, 9), (3, 1), (1, 9), (2, 1), (3, 3), (5, 1), (5, 3), (1, 67), (4, 1), (5, 3), (11, 1), (4, 3), (2, 1), (7, 65), (1, 1), (8, 33), (1, 43), (4, 3), (3, 1), (2, 33), (3, 1), (1, 33), (4, 1), (1, 33), (2, 1), (2, 65), (9, 1), (1, 65), (13, 1), (3, 33), (1, 1), (16, 33), (5, 35), (3, 49), (1, 33), (11, 1), (3, 33), (3, 49), (4, 33), (4, 1), (4, 65), (7, 1), (3, 3), (12, 1), (1, 65), (2, 73), (2, 1), (5, 9), (7, 1), (1, 65), (7, 1), (2, 65), (6, 1), (1, 17), (10, 1), (2, 17), (4, 1), (2, 19), (2, 3), (3, 33), (2, 35), (7, 33), (4, 3), (4, 1), (2, 33), (1, 35), (4, 3), (24, 65), (2, 67), (3, 3), (10, 1), (4, 3), (2, 35), (5, 33), (1, 1), (5, 33), (2, 41), (15, 33), (1, 49), (3, 51), (5, 33), (3, 1), (2, 33), (8, 1), (11, 33), (1, 41), (1, 9), (3, 1), (6, 73), (1, 65), (4, 1), (3, 65), (3, 1), (2, 65), (5, 1), (4, 3), (1, 65), (2, 1), (1, 65), (5, 1), (2, 65), (31, 1), (1, 33), (1, 35), (3, 3), (10, 1), (1, 17), (7, 1), (2, 33), (3, 3), (9, 1), (1, 17), (3, 3), (4, 17), (4, 1), (6, 65), (5, 67), (12, 65), (15, 73), (6, 65), (4, 1), (1, 3), (1, 67), (4, 3), (1, 1), (4, 65), (2, 9), (2, 1), (1, 9), (1, 73), (1, 75), (1, 11), (2, 3), (1, 11), (1, 9), (2, 1), (1, 9), (3, 11), (3, 9), (2, 11), (4, 1), (3, 3), (1, 1), (1, 33), (1, 9), (3, 11), (3, 41), (2, 43), (2, 1), (3, 9), (2, 11), (2, 9), (2, 1), (2, 11), (1, 3), (3, 1), (4, 35), (3, 33), (2, 1), (2, 3), (1, 1), (13, 65), (1, 1), (6, 65), (11, 1), (164, 0)]
+
+dieIn5 = ((5,1),d)
+         where d = rleDecode [(50,8), (5,9), (19,8), (3,9), (1,8), (1,0), (11,32), (2,48), (1,16), (2,0), (4,72), (16,64), (13,68), (1,76), (6,77), (1,73), (3,9), (29,1), (8,33), (3,49), (1,33), (2,17), (6,1), (4,65), (1,80), (57,16), (26,17), (5,49), (4,33), (2,49), (13,33), (9,1), (17,33), (4,1), (2,9), (4,1), (20,65), (2,73), (26,65), (3,81), (5,65), (1,97), (1,33), (3,37), (1,33), (1,1), (2,65), (2,73), (3,9), (2,11), (1,9), (2,11), (30,9), (10,41), (14,9), (22,41), (4,9), (4,41), (6,33), (3,1), (4,9), (10,1), (3,65), (8,1), (2,33), (7,49), (5,33), (1,41), (2,9), (12,1), (5,9), (7,1), (5,65), (3,81), (51,65), (14,1), (5,3), (24,1), (45,17), (7,1), (2,17), (5,1), (4,3), (4,1), (3,33), (3,1), (1,33), (7,1), (3,33), (2,1), (2,33), (3,1), (2,33), (5,35), (4,33), (4,1), (5,3), (4,1), (14,33), (7,41), (13,33), (9,41), (5,33), (4,41), (6,33), (1,41), (5,43), (3,41), (1,33), (4,41), (6,33), (14,41), (4,9), (13,41), (1,35), (3,43), (4,3), (3,35), (2,3), (2,35), (1,51), (1,19), (4,3), (1,19), (5,3), (1,19), (8,3), (5,19), (2,3), (3,1), (8,17), (3,81), (19,65), (1,73), (3,65), (9,73), (2,65), (5,73), (3,65), (5,67), (1,65), (1,81), (3,73), (7,65), (7,81), (4,17), (1,3), (2,17), (1,1), (5,17), (1,19), (4,3), (3,17), (1,49), (5,33), (5,41), (6,33), (1,1), (4,17), (3,1), (1,17), (5,19), (5,17), (1,1), (2,65), (1,67), (3,3), (1,19), (2,17), (3,1), (3,17), (4,1), (2,17), (2,1), (5,19), (1,17), (1,1), (1,33), (8,41), (10,33), (1,3), (2,19), (2,83), (5,81), (7,1), (3,17), (3,19), (2,3), (7,1), (3,65), (2,1), (1,17), (6,1), (2,9), (3,1), (1,33), (1,49), (8,17), (3,81), (2,83), (4,3), (8,1), (11,9), (6,1), (2,65), (2,73), (2,65), (5,73), (1,9), (3,1), (8,9), (1,41), (1,43), (1,35), (4,43), (3,33), (5,41), (2,9), (4,1), (4,9), (1,73), (9,65), (5,73), (10,65), (21,81), (13,65), (20,81), (3,17), (2,1), (13,17), (1,1), (13,33), (8,41), (13,9), (3,1), (2,9), (1,41), (2,33), (14,32), (18,0), (5,48), (22,32), (10,40), (17,41), (2,40), (5,41), (14,33), (3,41), (1,9), (2,1), (4,17), (4,81), (14,65), (7,81), (4,65), (1,81), (4,85), (19,81), (14,17), (9,1), (4,9), (1,1), (1,81), (1,80), (26,64), (12,72), (12,64), (7,72), (1,8), (7,0), (1,8), (5,0), (1,8), (3,0), (3,8), (2,0), (1,8), (6,0), (57,32), (10,48), (1,49), (1,33), (2,32), (3,41), (5,40), (3,8), (5,9), (2,8), (2,41), (1,33), (1,32), (2,33), (2,41), (3,1), (1,16), (2,49), (1,48), (1,49), (1,17), (3,16), (1,17), (2,16), (5,0), (7,32), (3,0), (2,16), (10,0), (3,8), (6,0), (43,64), (11,72), (2,64), (7,0), (3,64), (4,80), (6,64), (30,0), (6,64), (2,0), (3,16), (8,0), (3,32), (4,0), (6,32), (2,48), (12,32), (22,40), (2,41), (3,40), (1,41), (1,40), (2,41), (2,40), (1,41), (1,40), (1,32), (1,33), (1,32), (3,41), (1,40), (2,41), (1,40), (2,0), (12,16), (1,80), (2,64), (3,72), (15,64), (1,96), (10,32), (11,48), (4,16), (15,48), (9,32), (8,0), (1,8), (2,64), (1,0), (4,16), (6,48), (2,16), (1,17), (5,16), (2,17), (2,0), (2,1), (1,17), (1,1), (4,0), (3,16), (3,0), (2,16), (4,0), (3,8), (2,72), (11,8), (10,72), (4,74), (4,72), (1,8), (9,9), (15,73), (7,75), (7,73), (1,65), (11,1), (4,33), (1,1), (2,3), (3,35), (3,1), (1,33), (2,35), (4,3), (2,33), (1,17), (8,1), (21,65), (5,67), (7,1), (2,17), (17,49), (9,33), (1,49), (1,51), (3,35), (2,33), (2,41), (4,9), (2,41), (10,9), (1,1), (1,33), (5,35), (4,33), (2,1), (1,3), (4,35), (2,33), (5,1), (3,65), (1,1), (6,3), (6,17), (9,49), (1,33), (1,1), (9,65), (5,81), (5,17), (2,19), (2,67), (1,83), (7,81), (2,65), (1,1), (9,17), (1,81), (4,65), (3,19), (5,17), (5,49), (10,17), (1,49), (1,33), (2,1), (1,33), (11,1), (1,65), (7,1), (1,9), (2,1), (3,9), (3,1), (2,33), (4,49), (9,33), (2,1), (25,65), (8,73), (20,9), (1,1), (4,35), (4,33), (2,41), (18,9), (1,41), (8,33), (2,9), (1,1), (1,33), (2,35), (1,3), (2,1), (2,33), (3,1), (6,33), (6,49), (1,17), (5,65), (1,81), (4,17), (2,81), (1,65), (3,1), (5,17), (6,49), (1,17), (5,65), (5,73), (6,65), (1,73), (10,9), (22,73), (7,65), (6,1), (1,9), (5,1), (2,17), (14,81), (17,17), (3,81), (3,65), (4,73), (3,77), (2,70), (8,81), (1,83), (3,19), (9,17), (7,1), (4,65), (5,1), (3,33), (1,1), (15,9), (5,41), (3,9), (3,41), (1,43), (3,35), (6,33), (2,41), (19,9), (2,1), (23,33), (8,1), (2,17), (4,1), (1,33), (1,1), (2,9), (2,1), (1,9), (1,1), (5,65), (4,73), (3,65), (7,1), (9,65), (2,1), (7,65), (30,1), (145,0)]
+
+shieldAttack = ((1,0),d)
+               where d = rleDecode [(30,0), (31,1), (5,33), (21,1), (4,17), (50,1), (5,5), (118,1), (7,17), (63,1), (37,65), (5,1), (10,33), (5,37), (5,33), (20,1), (3,33), (15,1), (3,33), (14,1), (3,33), (7,1), (5,17), (15,1), (15,65), (7,1), (9,33), (9,1), (3,5), (52,1), (3,33), (10,1), (4,33), (11,1), (2,33), (35,1), (5,17), (5,1), (3,17), (23,1), (9,65), (4,1), (4,17), (9,1), (6,33), (12,9), (6,41), (2,9), (6,1), (3,9), (5,1), (4,9), (4,1), (5,9), (24,1), (4,9), (15,1), (22,17), (4,1), (10,17), (16,1), (8,33), (9,41), (3,9), (3,41), (2,33), (3,1), (2,9), (14,1), (8,65), (1,81), (4,17), (16,1), (10,9), (7,41), (1,9), (6,1), (3,9), (15,1), (4,5), (1,21), (33,17), (19,1), (3,65), (9,1), (2,65), (16,1), (4,9), (10,1), (7,9), (2,1), (7,9), (8,1), (5,33), (3,41), (2,9), (6,1), (4,5), (12,1), (6,3), (10,9), (5,41), (2,9), (11,1), (5,65), (3,81), (1,17), (6,1), (7,17), (1,1), (6,17), (1,19), (4,3), (8,1), (3,17), (5,1), (5,17), (5,1), (9,17), (30,1), (3,65), (10,1), (12,65), (3,1), (2,17), (7,1), (3,17), (16,1), (5,65), (12,1), (3,33), (2,37), (2,5), (6,1), (2,33), (9,41), (4,33), (1,1), (6,9), (3,1), (4,33), (10,41), (19,9), (8,41), (4,9), (17,1), (5,3), (7,1), (8,65), (5,73), (5,1), (7,17), (14,49), (2,1), (12,65), (8,81), (5,83), (1,19), (1,83), (6,81), (10,17), (3,1), (8,33), (2,41), (21,9), (6,73), (8,9), (3,41), (1,9), (12,65), (10,81), (5,17), (3,49), (2,19), (4,3), (3,1), (10,33), (3,49), (17,17), (1,1), (4,65), (4,1), (4,3), (3,35), (4,33), (6,1), (11,17), (5,1), (6,65), (7,1), (5,3), (3,75), (4,73), (1,9), (8,1), (7,9), (3,11), (1,3), (3,35), (13,33), (3,49), (9,17), (2,3), (4,35), (3,33), (11,1), (15,9), (1,1), (8,65), (2,67), (4,83), (10,17), (5,1), (10,65), (8,17), (10,1), (3,17), (5,1), (5,33), (3,1), (13,9), (9,11), (10,1), (17,65), (2,73), (8,9), (7,33), (20,1), (6,65), (34,1), (5,3), (26,1), (11,65), (8,1), (5,3), (19,1), (7,33), (12,1), (10,33), (7,3), (30,1), (8,33), (11,1), (7,3), (4,1), (12,33), (30,1), (4,35), (2,3), (18,1), (25,65), (29,1), (10,17), (12,1), (14,17), (14,1), (6,3), (25,1), (5,17), (17,1), (6,9), (7,1), (2,9), (18,1), (6,9), (3,1), (5,33), (10,1), (3,9), (8,1), (5,33), (6,1), (5,9), (16,1), (7,33), (1,49), (10,17), (9,1), (9,17), (11,1), (3,17), (13,1), (7,65), (7,1), (3,65), (7,1), (6,65), (4,1), (15,9), (5,33), (11,1), (9,33), (4,1), (5,9), (3,1), (11,33), (8,41), (9,33), (3,41), (2,9), (6,1), (4,9), (6,33), (2,41), (12,9), (3,33), (1,1), (2,9), (8,1), (6,9), (16,1), (4,65), (6,1), (24,17), (8,16), (13,0), (2,64), (48,0), (5,4), (4,0), (2,16), (11,0), (3,8), (38,0), (13,64), (4,65), (8,1), (4,17), (5,1), (6,65), (9,1), (4,9), (16,1), (3,65), (9,1), (5,17), (5,1), (10,33), (5,9), (16,1), (8,0), (2,8), (9,0), (4,64), (7,65), (5,1), (4,3), (8,1), (4,17), (6,1), (7,0), (5,32), (9,8), (12,72), (2,64), (9,65), (7,1), (2,9), (9,1), (6,65), (14,1), (6,33), (6,1), (4,9), (12,1), (3,65), (13,1), (2,17), (15,1), (5,33), (9,1), (3,33), (3,1), (4,17), (11,1), (3,33), (6,1), (5,3), (1,1), (3,33), (13,1), (2,17), (2,19), (1,3), (11,1), (10,17), (10,1), (3,17), (7,1), (7,3), (11,1), (10,33), (2,1), (2,9), (11,73), (7,65), (1,1), (9,17), (14,1), (3,9), (1,73), (2,65), (1,73), (8,9), (6,41), (2,9), (10,1), (8,17), (5,81), (1,83), (4,67), (1,3), (9,1), (7,65), (2,81), (4,17), (6,1), (4,17), (8,1), (3,17), (3,1), (6,65), (3,1), (4,3), (8,1), (2,17), (25,1), (4,17), (7,1), (19,33), (7,41), (4,33), (1,1), (7,33), (13,1), (6,3), (30,1), (6,65), (12,1), (6,33), (3,41), (4,9), (8,1), (6,33), (3,1), (5,17), (6,3), (12,1), (3,17), (13,1), (6,17), (12,1), (7,65), (11,9), (3,1), (6,3), (1,11), (2,9), (15,1), (3,9), (6,1), (2,9), (6,1), (7,3), (18,1), (3,9), (6,1), (9,33), (1,1), (11,17), (1,81), (2,65), (3,67), (3,3), (9,1), (6,17), (3,1), (6,3), (2,19), (1,17), (14,1), (5,9), (5,1), (5,9), (2,1), (4,3), (4,35), (2,33), (6,1), (5,9), (5,1), (2,3), (5,11), (14,1), (7,3), (16,1), (10,33), (2,1), (5,17), (4,19), (3,3), (11,1), (2,9), (8,1), (6,9), (9,1), (11,65), (3,67), (3,3), (7,1), (3,17), (11,1), (2,65), (8,1), (2,17), (15,1), (5,9), (3,1), (6,65), (22,1), (7,33), (8,41), (5,1), (10,9), (11,1), (4,9), (5,1), (2,9), (12,1), (3,9), (6,1), (4,33), (3,1), (7,17), (8,1), (4,17), (1,1), (5,65), (1,81), (6,65), (9,0), (3,16), (9,17), (3,16), (4,0), (2,1), (1,17), (2,81), (6,65), (6,1), (5,17), (5,1), (5,3), (2,1), (3,65), (9,1), (4,17), (26,1), (4,3), (14,1), (4,65), (7,1), (5,65), (8,1), (3,65), (16,1), (4,65), (7,1), (6,3), (7,1), (4,65), (17,1), (4,33), (11,1), (2,33), (10,1), (3,9), (11,1), (2,9), (13,1), (3,17), (15,1), (13,33), (5,1), (3,33), (3,35), (2,3), (5,1), (3,9), (5,1), (2,65), (7,1), (16,65), (6,1), (2,65), (4,73), (1,9), (2,1), (6,3), (3,1), (3,65), (8,1), (3,9), (8,1), (4,65), (9,1), (3,65), (7,1), (2,9), (12,1), (4,3), (2,67), (1,65), (8,1), (2,9), (9,1), (4,9), (12,1), (6,3), (8,1), (3,65), (24,1), (4,3), (26,1), (4,3), (10,1), (2,65), (47,1), (142,0)]
+
+three = ((3,0),d)
+        where d = rleDecode [(16, 0), (7, 8), (12, 9), (71, 8), (7, 1), (3, 17), (25, 1), (6, 65), (1, 1), (60, 33), (90, 65), (52, 64), (2, 96), (3, 36), (9, 32), (5, 0), (1, 8), (37, 0), (2, 1), (2, 65), (5, 1), (2, 33), (3, 1), (2, 33), (4, 1), (1, 33), (3, 9), (1, 1), (1, 9), (4, 1), (4, 65), (4, 81), (22, 65), (21, 64), (1, 68), (2, 4), (1, 36), (5, 32), (8, 0), (4, 32), (2, 0), (13, 16), (66, 48), (2, 32), (33, 33), (2, 41), (1, 72), (17, 64), (3, 80), (31, 64), (3, 68), (1, 64), (2, 72), (3, 8), (1, 9), (11, 33), (2, 9), (2, 1), (3, 33), (6, 1), (1, 33), (1, 41), (4, 9), (8, 1), (3, 9), (1, 1), (3, 9), (3, 1), (1, 9), (3, 1), (1, 9), (4, 1), (5, 33), (2, 1), (2, 17), (4, 1), (2, 17), (13, 1), (6, 65), (1, 73), (5, 9), (5, 33), (2, 1), (2, 33), (1, 41), (1, 9), (1, 41), (4, 33), (2, 41), (3, 9), (1, 1), (1, 9), (1, 1), (6, 0), (1, 32), (4, 33), (4, 8), (2, 0), (1, 32), (1, 33), (2, 1), (1, 0), (2, 32), (1, 16), (1, 48), (11, 16), (7, 80), (2, 16), (2, 1), (8, 0), (5, 64), (9, 72), (18, 64), (17, 16), (1, 0), (8, 1), (2, 17), (20, 1), (25, 33), (1, 40), (20, 8), (31, 72), (1, 65), (10, 1), (34, 33), (1, 1), (9, 17), (11, 16), (10, 80), (2, 64), (4, 80), (2, 81), (4, 80), (2, 81), (6, 80), (7, 64), (6, 80), (1, 113), (2, 33), (2, 32), (22, 33), (2, 1), (4, 65), (7, 73), (2, 72), (4, 8), (2, 40), (4, 41), (1, 40), (8, 32), (9, 40), (2, 41), (1, 9), (19, 8), (3, 9), (3, 1), (2, 17), (1, 81), (3, 65), (7, 81), (3, 80), (26, 16), (3, 80), (1, 64), (2, 65), (1, 64), (3, 72), (2, 73), (1, 65), (1, 64), (1, 80), (4, 81), (1, 80), (1, 81), (3, 17), (4, 16), (1, 65), (2, 1), (2, 0), (14, 64), (3, 72), (25, 8), (14, 40), (2, 41), (2, 40), (2, 41), (2, 40), (3, 41), (1, 33), (14, 32), (4, 0), (4, 16), (5, 0), (2, 8), (7, 0), (3, 64), (1, 72), (3, 8), (2, 72), (8, 64), (5, 80), (6, 64), (4, 0), (4, 36), (1, 8), (3, 0), (11, 1), (3, 33), (3, 49), (3, 17), (2, 81), (25, 17), (13, 16), (1, 17), (13, 1), (2, 33), (5, 32), (1, 40), (2, 8), (1, 0), (30, 8), (1, 9), (4, 41), (4, 33), (4, 1), (1, 9), (4, 1), (1, 9), (2, 1), (2, 9), (3, 1), (2, 9), (1, 1), (1, 9), (5, 1), (2, 9), (6, 65), (1, 81), (8, 65), (5, 1), (3, 33), (1, 1), (3, 65), (5, 1), (7, 17), (1, 49), (4, 48), (2, 16), (12, 17), (5, 81), (9, 17), (3, 81), (5, 65), (3, 81), (3, 17), (10, 1), (9, 65), (8, 1), (19, 33), (4, 41), (20, 9), (5, 73), (3, 77), (1, 13), (13, 9), (4, 1), (1, 9), (4, 1), (1, 9), (7, 1), (4, 3), (10, 1), (10, 65), (38, 1), (2, 65), (69, 1), (12, 65), (4, 67), (1, 3), (62, 1), (6, 3), (20, 1), (7, 33), (5, 1), (9, 33), (1, 1), (8, 65), (10, 1), (3, 3), (1, 67), (1, 65), (4, 1), (2, 65), (7, 1), (3, 3), (9, 1), (14, 33), (1, 35), (2, 3), (12, 1), (2, 33), (4, 1), (4, 3), (4, 1), (3, 33), (2, 1), (4, 3), (2, 1), (7, 17), (1, 49), (15, 33), (3, 41), (5, 9), (1, 1), (2, 33), (5, 35), (1, 33), (7, 1), (1, 33), (8, 1), (5, 3), (3, 1), (8, 65), (6, 1), (6, 3), (1, 67), (4, 65), (3, 1), (1, 33), (5, 49), (2, 17), (4, 81), (1, 65), (1, 67), (3, 3), (3, 1), (3, 65), (2, 81), (2, 17), (1, 81), (2, 17), (3, 81), (3, 1), (13, 65), (4, 81), (12, 17), (4, 1), (3, 17), (2, 1), (5, 33), (3, 1), (12, 9), (4, 1), (6, 9), (9, 1), (3, 3), (31, 1), (4, 33), (7, 41), (20, 33), (3, 35), (2, 3), (3, 9), (2, 1), (1, 9), (7, 73), (15, 65), (1, 81), (19, 17), (5, 1), (5, 17), (2, 1), (4, 17), (2, 49), (4, 51), (1, 19), (2, 17), (16, 1), (1, 33), (19, 1), (30, 9), (32, 1), (20, 17),(170, 1), (4, 17), (3, 1), (3, 65), (1, 73), (4, 9), (8, 41), (6, 1), (2, 9), (6, 1), (1, 65), (6, 81), (14, 17), (13, 1), (9, 65), (7, 73), (3, 1), (1, 65), (13, 73), (9, 65), (4, 1), (6, 17), (4, 65), (10, 1), (2, 9), (3, 1), (4, 9), (9, 1), (2, 9), (15, 1), (1, 17), (7, 1), (3, 33), (2, 49), (27, 33), (6, 35), (3, 41), (21, 9), (1, 41), (1, 35), (3, 51), (2, 49), (5, 17), (15, 49), (3, 51), (1, 49), (1, 17), (12, 1), (7, 33), (1, 1), (2, 17), (18, 1), (13, 65), (30, 73), (1, 65), (73, 1), (2, 9), (47, 1), (31, 17), (2, 1), (2, 33), (5, 49), (1, 33), (4, 1), (3, 3), (1, 67), (2, 65), (1, 1), (3, 9), (2, 73), (9, 65), (3, 1), (20, 65), (1, 73), (4, 9), (1, 11), (3, 43), (1, 35), (4, 33), (15, 9), (2, 41), (2, 43), (1, 35), (8, 33), (2, 41), (6, 9), (3, 1), (1, 9), (1, 1), (9, 3), (10, 35), (1, 3), (1, 1), (5, 33), (2, 49), (3, 1), (2, 17), (1, 19), (3, 83), (7, 81), (4, 65), (6, 1), (1, 67), (3, 3), (14, 65), (1, 17), (1, 19), (3, 3), (4, 1), (5, 65), (1, 81), (2, 17), (6, 1), (7, 33), (1, 41), (1, 9), (11, 11), (4, 3), (1, 11), (2, 3), (1, 11), (19, 3), (14, 35), (7, 33), (2, 49), (13, 33), (3, 35), (2, 3), (2, 1), (1, 9), (5, 65), (8, 1), (2, 65), (1, 67), (3, 3), (3, 67), (18, 65), (1, 1), (3, 3), (2, 35), (1, 3), (2, 1), (8, 33), (4, 49), (1, 17), (4, 1), (2, 33), (1, 1), (2, 33), (5, 1), (2, 33), (7, 1), (8, 17), (6, 49), (1, 17), (3, 19), (2, 3), (1, 35), (1, 3), (1, 1), (9, 65), (13, 81), (1, 19), (1, 3), (2, 35), (1, 33), (7, 41), (12, 33), (8, 49), (8, 17), (1, 19), (4, 3), (3, 1), (4, 3), (2, 1), (5, 9), (1, 1), (4, 33), (3, 17), (1, 81), (3, 65), (2, 1), (2, 9), (2, 1), (6, 65), (2, 73), (10, 65), (17, 73), (1, 75), (1, 11), (7, 3), (1, 65), (3, 73), (1, 75), (2, 11), (2, 3), (2, 33), (3, 1), (2, 65), (1, 73), (1, 9), (1, 73), (3, 65), (1, 33), (4, 35), (5, 33), (4, 41), (3, 9), (1, 33), (3, 35), (4, 3), (2, 11), (1, 3), (1, 1), (2, 33), (1, 35), (4, 3), (6, 35), (2, 33), (1, 49), (5, 1), (2, 17), (2, 19), (5, 83), (3, 81), (5, 65), (6, 81), (1, 65), (1, 1), (1, 3), (2, 19), (2, 3), (4, 1), (1, 9), (1, 11), (2, 75), (2, 11), (1, 3), (3, 1), (12, 33), (4, 35), (1, 43), (10, 9), (2, 1), (1, 65), (3, 73), (2, 65), (3, 1), (12, 65), (3, 73), (3, 1), (1, 9), (1, 1), (1, 9), (9, 1), (5, 33), (1, 5), (1, 21), (2, 5), (2, 1), (2, 65), (9, 67), (2, 81), (4, 17), (6, 81), (10, 17), (3, 3), (2, 1), (8, 33), (1, 41), (10, 9), (12, 73), (9, 65), (1, 73), (3, 1), (2, 9), (8, 1), (3, 65), (4, 1), (2, 65), (7, 1), (1, 65), (4, 1), (4, 33), (4, 1), (6, 33), (3, 1), (2, 33), (37, 1), (2, 33), (39, 1), (1, 33), (16, 1), (2, 33), (3, 3), (13, 1), (2, 3), (2, 35), (10, 1), (5, 35), (5, 33), (8, 49), (5, 17), (4, 49), (4, 17), (1, 1), (1, 3), (4, 19), (14, 17), (2, 19), (4, 3), (6, 1), (4, 3), (2, 1), (3, 33), (11, 1), (1, 9), (3, 1), (2, 9), (3, 1), (26, 65), (7, 73), (5, 75), (2, 9), (5, 1), (2, 9), (3, 1), (13, 9), (1, 41), (1, 43), (1, 11), (3, 3), (2, 11), (2, 3), (1, 11), (2, 3), (1, 11), (3, 3), (1, 11), (6, 3), (1, 11), (7, 3), (1, 11), (5, 3), (21, 35), (1, 1), (10, 65), (4, 81), (13, 17), (13, 49), (6, 51), (4, 49), (1, 33), (26, 1), (6, 3), (7, 1), (2, 9), (9, 73), (1, 65), (6, 1), (2, 65), (1, 9), (9, 1), (6, 3), (15, 1), (16, 33), (1, 97), (17, 65), (3, 1), (9, 3), (3, 1), (2, 65), (9, 1), (2, 65), (4, 1), (1, 65), (1, 67), (6, 3), (7, 1), (3, 65), (1, 1), (6, 3), (4, 1), (1, 65), (5, 1), (1, 67), (3, 3), (4, 1), (4, 3), (6, 1), (5, 33), (1, 49), (1, 17), (7, 1), (5, 3), (5, 1), (2, 65), (2, 1), (1, 3), (1, 35), (1, 33), (1, 49), (1, 17), (6, 1), (1, 65), (1, 67), (3, 3), (8, 1), (7, 33), (14, 1), (4, 3), (12, 1), (1, 65), (6, 1), (4, 65), (5, 1), (1, 65), (2, 1), (7, 65), (5, 1), (1, 65), (2, 1), (7, 65), (4, 1), (1, 9), (2, 1), (21, 33), (1, 1), (13, 65), (5, 67), (1, 75), (1, 73), (3, 1), (12, 17), (4, 1), (2, 17), (1, 1), (6, 65), (2, 1), (1, 33), (6, 49), (22, 33), (2, 1), (3, 33), (1, 1), (2, 33), (9, 1), (1, 9), (5, 1), (4, 3), (2, 33), (14, 1), (3, 3), (3, 1), (4, 65), (3, 1), (2, 65), (2, 1), (15, 65), (3, 73), (4, 1), (2, 65), (9, 1), (2, 65), (3, 1), (2, 17), (2, 1), (3, 65), (14, 1), (1, 9), (5, 1), (3, 3), (5, 1), (1, 33), (5, 1), (4, 65), (8, 1), (2, 65), (1, 1), (1, 65), (3, 1), (3, 65), (12, 1), (4, 3), (1, 1), (2, 33), (7, 1), (1, 17), (5, 1), (1, 33), (8, 1), (1, 65), (3, 1), (1, 65), (2, 1), (2, 65), (5, 1), (2, 9), (7, 1), (4, 33), (2, 1), (3, 33), (5, 49), (4, 33), (3, 35), (4, 33), (5, 1), (2, 65), (2, 1), (4, 65), (1, 1), (2, 65), (2, 1), (1, 3), (2, 67), (2, 3), (1, 65), (4, 1), (2, 65), (4, 1), (1, 9), (9, 1), (1, 9), (3, 1), (1, 9), (2, 1), (3, 3), (5, 1), (5, 3), (1, 67), (4, 1), (5, 3), (11, 1), (4, 3), (2, 1), (7, 65), (1, 1), (8, 33), (1, 43), (4, 3), (3, 1), (2, 33), (3, 1), (1, 33), (4, 1), (1, 33), (2, 1), (2, 65), (9, 1), (1, 65), (13, 1), (3, 33), (1, 1), (16, 33), (5, 35), (3, 49), (1, 33), (11, 1), (3, 33), (3, 49), (4, 33), (4, 1), (4, 65), (7, 1), (3, 3), (12, 1), (1, 65), (2, 73), (2, 1), (5, 9), (7, 1), (1, 65), (7, 1), (2, 65), (6, 1), (1, 17), (10, 1), (2, 17), (4, 1), (2, 19), (2, 3), (3, 33), (2, 35), (7, 33), (4, 3), (4, 1), (2, 33), (1, 35), (4, 3), (24, 65), (2, 67), (3, 3), (10, 1), (4, 3), (2, 35), (5, 33), (1, 1), (5, 33), (2, 41), (15, 33), (1, 49), (3, 51), (5, 33), (3, 1), (2, 33), (8, 1), (11, 33), (1, 41), (1, 9), (3, 1), (6, 73), (1, 65), (4, 1), (3, 65), (3, 1), (2, 65), (5, 1), (4, 3), (1, 65), (2, 1), (1, 65), (5, 1), (2, 65), (31, 1), (1, 33), (1, 35), (3, 3), (10, 1), (1, 17), (7, 1), (2, 33), (3, 3), (9, 1), (1, 17), (3, 3), (4, 17), (4, 1), (6, 65), (5, 67), (12, 65), (15, 73), (6, 65), (4, 1), (1, 3), (1, 67), (4, 3), (1, 1), (4, 65), (2, 9), (2, 1), (1, 9), (1, 73), (1, 75), (1, 11), (2, 3), (1, 11), (1, 9), (2, 1), (1, 9), (3, 11), (3, 9), (2, 11), (4, 1), (3, 3), (1, 1), (1, 33), (1, 9), (3, 11), (3, 41), (2, 43), (2, 1), (3, 9), (2, 11), (2, 9), (2, 1), (2, 11), (1, 3), (3, 1), (4, 35), (3, 33), (2, 1), (2, 3), (1, 1), (13, 65), (1, 1), (6, 65), (11, 1),(164, 0)]
+
+laserFool=((1,0),d)
+           where d = rleDecode [(26, 0), (3, 1), (5, 9), (3, 8), (9, 0), (6, 8), (2, 72), (7, 64), (1, 80), (17, 16), (8, 17), (1, 49), (14, 33), (3, 41), (18, 9), (3, 73), (11, 65), (1, 1), (29, 17), (3, 49), (7, 33), (5, 41), (14, 9), (3, 1), (7, 9), (22, 1), (5, 9), (13, 1), (5, 9), (19, 1), (5, 9), (11, 1), (13, 33), (5, 41), (11, 9), (2, 1), (38, 65), (1, 81), (6, 17), (7, 21), (2, 17), (46, 49), (7, 1), (3, 17), (16, 49), (4, 17), (1, 81), (8, 65), (10, 73), (24, 65), (1, 73), (10, 65), (3, 73), (4, 9), (1, 41), (2, 33), (6, 37), (4, 33), (5, 41), (11, 9), (25, 1), (5, 33), (2, 1), (7, 9), (1, 1), (5, 33), (13, 49), (11, 17), (7, 49), (3, 17), (25, 1), (5, 65), (3, 73), (7, 65), (1, 73), (27, 65), (3, 73), (2, 9), (8, 41), (5, 9), (11, 41), (6, 33), (2, 41), (9, 9), (1, 41), (4, 33), (3, 41), (2, 9), (2, 1), (3, 33), (2, 1), (4, 73), (10, 65), (10, 73), (2, 9), (2, 41), (2, 33), (17, 49), (9, 17), (22, 49), (2, 33), (16, 1), (7, 17), (21, 65), (3, 73), (2, 9), (3, 41), (3, 33), (15, 1), (6, 73), (5, 9), (2, 1), (12, 33), (2, 1), (2, 65), (3, 69), (3, 77), (4, 73), (8, 65), (3, 81), (5, 17), (15, 16), (14, 48), (5, 49), (5, 41), (8, 40), (7, 8), (14, 72), (6, 73), (6, 72), (5, 8), (9, 40), (8, 8), (6, 40), (11, 41), (3, 33), (4, 32), (5, 16), (9, 80), (10, 81), (12, 80), (4, 81), (2, 65), (1, 81), (13, 80), (3, 16), (4, 17), (1, 81), (15, 16), (3, 48), (2, 32), (8, 33), (8, 32), (8, 40), (8, 8), (5, 40), (8, 41), (1, 9), (7, 13), (2, 45), (8, 40), (8, 8), (3, 40), (8, 41), (1, 9), (7, 73), (4, 72), (10, 64), (4, 80), (21, 16), (11, 17), (16, 16), (11, 17), (2, 25), (1, 24), (17, 8), (40, 9), (3, 41), (7, 33), (18, 65), (7, 81), (1, 85), (6, 69), (1, 73), (7, 9), (1, 41), (3, 33), (4, 35), (4, 33), (3, 49), (8, 17), (13, 81), (6, 65), (1, 1), (10, 17), (32, 49), (2, 48), (14, 16), (2, 0), (1, 64), (6, 72), (10, 8), (32, 72), (15, 8), (1, 24), (1, 56), (6, 48), (8, 0), (2, 16), (8, 0), (2, 16), (2, 48), (8, 32), (8, 0), (8, 32), (12, 40), (1, 41), (1, 33), (16, 49), (3, 17), (2, 16), (15, 0), (4, 16), (12, 0), (16, 64), (10, 72), (6, 73), (2, 89), (5, 17), (9, 49), (6, 17), (2, 81), (3, 65), (3, 73), (1, 1), (1, 3), (4, 19), (5, 17), (7, 1), (5, 17), (10, 1), (5, 33), (1, 49), (4, 17), (10, 1), (3, 65), (3, 73), (15, 9), (1, 41), (3, 43), (8, 41), (27, 9), (4, 41), (21, 1), (8, 33), (16, 1), (19, 17), (3, 19), (2, 17), (18, 65), (9, 73), (11, 9), (5, 1), (4, 9), (11, 1), (2, 9), (22, 1), (27, 33), (1, 1), (44, 65), (1, 67), (4, 3), (1, 35), (9, 33), (46, 49), (2, 17), (5, 1), (6, 33), (7, 1), (7, 65), (5, 73), (2, 9), (13, 1), (1, 65), (1, 73), (2, 9), (6, 1), (20, 65), (7, 1), (1, 3), (3, 67), (2, 19), (3, 17), (15, 1), (6, 17), (16, 1), (3, 17), (15, 1), (5, 17), (3, 1), (6, 33), (7, 41), (8, 9), (15, 41), (5, 43), (1, 3), (4, 0), (11, 64), (6, 0), (3, 32), (23, 40), (1, 9), (4, 1), (7, 0), (8, 64), (5, 80), (24, 16), (7, 0), (1, 8), (2, 0), (11, 32), (5, 0), (4, 32), (1, 40), (2, 8), (10, 0), (11, 16), (17, 17), (8, 1), (1, 0), (5, 8), (29, 72), (24, 0), (10, 1), (17, 0), (18, 1), (11, 0), (1, 32), (1, 0), (2, 16), (5, 48), (8, 32), (8, 40), (14, 41), (6, 9), (9, 41), (6, 9), (14, 1), (10, 65), (8, 1), (19, 17), (6, 21), (21, 17), (11, 81), (10, 65), (11, 73), (20, 9), (4, 1), (4, 9), (19, 1), (4, 33), (1, 35), (5, 3), (20, 1), (13, 65), (5, 81), (14, 17), (9, 49), (6, 33), (4, 41), (10, 9), (7, 73), (2, 65), (7, 1), (5, 3), (23, 1), (4, 65), (4, 81), (10, 17), (7, 49), (5, 33), (7, 41), (14, 9), (1, 73), (6, 65), (34, 73), (1, 41), (4, 33), (11, 49), (1, 17), (4, 81), (2, 65),(122, 1), (31, 65), (5, 33), (33, 49), (4, 51), (10, 49), (7, 41), (6, 73), (10, 65), (5, 81), (10, 17), (1, 33), (1, 35), (4, 43), (2, 41), (37, 9), (9, 41), (1, 33), (2, 35), (3, 43), (2, 11), (2, 3), (11, 1), (2, 33), (1, 1), (11, 65), (11, 81), (5, 83), (1, 19), (2, 3), (16, 1), (8, 65), (1, 97), (32, 33), (22, 49), (8, 51), (2, 49), (2, 33), (8, 1), (7, 9), (6, 73), (9, 65), (8, 1), (4, 9), (1, 73), (2, 65), (1, 1), (32, 17), (7, 51), (1, 43), (10, 9), (4, 8), (6, 72), (12, 73), (10, 75), (2, 11), (1, 43), (1, 41), (3, 33), (1, 32), (2, 48), (10, 16), (6, 17), (4, 19), (2, 3), (2, 65), (3, 73), (3, 65), (8, 73), (11, 9), (1, 11), (6, 35), (6, 3), (2, 1), (9, 65), (1, 81), (3, 17), (8, 19), (7, 1), (3, 65), (1, 67), (9, 3), (5, 1), (11, 65), (8, 1), (2, 3), (9, 67), (2, 3), (3, 1), (3, 33), (7, 1), (7, 33), (3, 1), (2, 33), (11, 35), (11, 33), (3, 1), (5, 33), (8, 35), (2, 3), (6, 1), (7, 33), (2, 1), (5, 65), (17, 73), (5, 9), (2, 41), (5, 33), (6, 35), (1, 33), (7, 1), (3, 9), (4, 1), (21, 33), (52, 1), (170, 0)]
+ Monadius/Game.hs view
@@ -0,0 +1,12 @@+module Game (
+                      Game(..)
+                     ) where
+
+import Graphics.UI.GLUT.Callbacks.Window
+
+-- | An abstracted game as a state machine.
+class Game g where
+  update :: [Key] -> g -> g
+  render :: g -> IO ()
+  isGameover :: g -> Bool
+
+ Monadius/Main.hs view
@@ -0,0 +1,370 @@+{- Copyright 2005 Hideyuki Tanaka & Takayuki Muranushi
+  This program is distributed under the terms of the GNU General Public License.
+
+   NOTE
+ This project meant to list up, not to solve, many possible problems that will appear
+ while writing a game in Haskell.
+ Only nushio is responsible to the unreadability of these codes. -}
+module Main (
+             main
+            ) where
+
+import Graphics.UI.GLUT hiding (position)
+import Graphics.Rendering.OpenGL.GLU
+import Control.Exception -- (catch, ExitException(), throwIO)
+import Control.Monad (mplus, zipWithM_)
+import System.Exit -- (ExitSuccess())
+import Prelude hiding (catch)
+
+import Data.IORef
+import Data.List (isSuffixOf, nub)
+import Data.Complex -- ((:+), Complex())
+import Data.Maybe (fromJust, isJust)
+import System.Directory (createDirectoryIfMissing, doesFileExist)
+import System.Environment (getArgs, getEnv)
+
+import Demo -- (ReplayInfo(), demoData)
+import Game (isGameover, render, update)
+import Monadius
+import Recorder
+import Util (intToDouble, padding, putDebugStrLn)
+
+data GlobalVariables = GlobalVariables{
+  saveState :: (Int,Int) ,isCheat :: Bool, demoIndex :: Int,
+  -- | 'recorderMode' means general gamemode that user wants,
+  -- 'mode' of a recorder means current gamemode.
+  -- two are different when temporal demo replays.
+  recorderMode :: RecorderMode,
+  playbackKeys :: [[Key]],playbackSaveState :: (Int,Int),playBackName :: Maybe String,
+  recordSaveState :: (Int,Int),saveHiScore :: Int
+  }
+
+replayFileExtension :: String
+replayFileExtension = ".replay"
+
+presentationMode :: Bool
+presentationMode = True
+
+loadReplay :: String-> IO ReplayInfo
+loadReplay filename = readFile filename >>= (return . read)
+
+main :: IO ()
+main = do
+  args <- getArgs
+  putDebugStrLn $ show args
+  getArgsAndInitialize
+  keystate <- newIORef []
+
+  (recMode,keys,rss,repName) <- if isJust $ getReplayFilename args then do
+      ReplayInfo (ss,keystr) <- (loadReplay . fromJust . getReplayFilename) args
+      return (Playback,decode keystr,ss,Just $ (simplify . fromJust . getReplayFilename) args)
+    else if "-r" `elem` args then do
+        return (Play,[],(1,0),Nothing)
+      else
+        return (Record,[],(1,0),Nothing)
+
+  cp <- newIORef (openingProc 0 0 GlobalVariables{saveState = (1,0) ,isCheat = False,
+                                                 recorderMode=recMode,playbackKeys=keys,playbackSaveState = rss,recordSaveState=(1,0),demoIndex=0,
+                                                 playBackName=repName,saveHiScore=0} keystate)
+  initialWindowSize $= Size 640 480
+  initialDisplayMode $= [RGBAMode,DoubleBuffered{-,WithDepthBuffer,WithAlphaComponent-}]
+
+  wnd <- createWindow "Monadius"
+
+  curwnd <- if "-f" `elem` args then do
+    gameModeCapabilities $= [
+        Where' GameModeWidth IsLessThan 650,
+        Where' GameModeHeight IsLessThan 500
+        --Where' GameModeBitsPerPlane IsEqualTo 32,
+        --Where' GameModeRefreshRate IsAtLeast 30,
+        --Where' GameModeNum IsAtLeast 2
+      ]
+
+    displayCallback $= dispProc cp
+    (wnd2,_) <- enterGameMode
+    destroyWindow wnd
+    return wnd2
+   else do
+    return wnd
+
+  displayCallback $= dispProc cp
+  keyboardMouseCallback $= Just (keyProc keystate)
+
+  addTimerCallback 16 (timerProc (dispProc cp))
+
+  initMatrix
+
+  mainLoop
+  destroyWindow curwnd
+
+  `catch` (\_ -> return ())
+
+  where
+    getReplayFilename [] = Nothing
+    getReplayFilename a = (Just . head . candidates) a
+
+    candidates args = filter (replayFileExtension `isSuffixOf`) args
+
+    simplify = (removesuffix . removedir)
+
+    removedir str = if '\\' `elem` str || '/' `elem` str then (removedir . tail) str else str
+    removesuffix str = if '.' `elem` str then (removesuffix . init) str else str
+
+exitLoop :: IO a
+exitLoop = do
+  throwIO $ ExitException ExitSuccess
+
+initMatrix :: IO ()
+initMatrix = do
+  viewport $= (Position 0 0,Size 640 480)
+  matrixMode $= Projection
+  loadIdentity
+  perspective 30.0 (4/3) 600 1400
+  lookAt (Vertex3 0 0 (927 :: Double)) (Vertex3 0 0 (0 :: Double)) (Vector3 0 1 (0 :: Double))
+
+dispProc :: IORef (IO Scene) -> IO ()
+dispProc cp = do
+  m <- readIORef cp
+  Scene next <- m
+  writeIORef cp next
+
+-- | Scene is something that does some IO,
+-- then returns the Scene that are to be executed in next frame.
+data Scene = Scene (IO Scene)
+
+openingProc :: Int -> Int -> GlobalVariables -> IORef [Key] -> IO Scene
+openingProc clock menuCursor vars ks = do
+  if recorderMode vars == Playback then gameStart (fst $ playbackSaveState vars) (snd $ playbackSaveState vars) (isCheat vars) Playback vars else do
+  if clock > demoStartTime then do demoStart vars else do
+
+  keystate <- readIORef ks
+  clear [ColorBuffer,DepthBuffer]
+  matrixMode $= Modelview 0
+  loadIdentity
+
+  if clock < drawCompleteTime then color $ Color3 (0 :: Double) 0.2 0.8
+    else color $ Color3 (0+shine clock :: Double) (0.2+shine clock) (0.8+shine clock)
+  preservingMatrix $ do
+    translate (Vector3 0 (120 :: Double) 0)
+    scale 1.05 1 (1 :: Double)
+    mapM_ (renderPrimitive LineStrip . renderVertices2D.delayVertices clock) [lambdaLfoot,lambdaRfoot]
+  color $ Color3 (1.0 :: Double) 1.0 1.0
+  preservingMatrix $ do
+    translate $ Vector3 (-195 :: Double) (130) 0
+    scale (0.73 :: Double) 0.56 0.56
+    renderStringGrad Roman 0 "Monadius"
+  preservingMatrix $ do
+    if menuCursor==0 then color $ Color3 (1.0 :: Double) 1.0 0 else color $ Color3 (1.0 :: Double) 1.0 1.0
+    translate $ Vector3 (-230 :: Double) (-200) 0
+    scale (0.2 :: Double) 0.2 0.3
+    renderStringGrad Roman 60 $ (if menuCursor==0 then ">" else " ") ++ "New Game"
+  preservingMatrix $ do
+    if menuCursor==1 then color $ Color3 (1.0 :: Double) 1.0 0 else color $ Color3 (1.0 :: Double) 1.0 1.0
+    translate $ Vector3 (70 :: Double) (-200) 0
+    scale (0.2 :: Double) 0.2 0.3
+    renderStringGrad Roman 60 $ (if menuCursor==1 then ">" else " ") ++ "Continue " ++ (show . fst . saveState) vars++ "-" ++ (show . (+1) . snd . saveState) vars
+  color $ Color3 (1.0 :: Double) 1.0 1.0
+
+  preservingMatrix $ do
+    translate $ Vector3 (-250 :: Double) (75) 0
+    scale (0.15 :: Double) 0.10 0.15
+    renderStringGrad Roman 10 "Dedicated to the makers, the players, the history,"
+  preservingMatrix $ do
+    translate $ Vector3 (-250 :: Double) (55) 0
+    scale (0.15 :: Double) 0.10 0.15
+    renderStringGrad Roman  20 "  and the 20th anniversary of GRADIUS series."
+  mapM_ (\ (y,(strA,strB),i) -> preservingMatrix $ do
+    preservingMatrix $ do
+      translate $ Vector3 (-180 :: Double) y 0
+      scale (0.18 :: Double) 0.18 0.2
+      renderStringGrad Roman (20 + i*5) strA
+    preservingMatrix $ do
+      translate $ Vector3 (60 :: Double) y 0
+      scale (0.18 :: Double) 0.18 0.2
+      renderStringGrad Roman (25 + i*5) strB
+    ) $ zip3 [0,(-35)..] instructions [1..]
+
+  swapBuffers
+
+  if Char ' ' `elem` keystate && clock >= timeLimit then
+     if menuCursor == 0 then
+       gameStart 1 0 False (recorderMode vars) vars
+     else
+       gameStart savedLevel savedArea (isCheat vars) (recorderMode vars) vars
+   else if isJust $ getNumberKey keystate then
+      gameStart (fromJust $ getNumberKey keystate) 0 True (recorderMode vars) vars
+    else return $ Scene $ openingProc (clock+1) (nextCursor keystate) vars ks
+  where
+     instructions = [("Move","Arrow Keys"),("Shot","Z Key"),("Missile","X Key"),("Power Up","C Key"),("Start","Space Bar")]
+     timeLimit = 30 :: Int
+     renderStringGrad font delay str = renderString font (take (((clock-delay) * length str) `div` timeLimit) str)
+     getNumberKey keystate = foldl mplus Nothing $ map keyToNumber keystate
+
+     keyToNumber :: Key -> Maybe Int
+     keyToNumber k = case k of
+       Char c -> if c>='0' && c<='9' then Just $ fromEnum c - fromEnum '0' else Nothing
+       _      -> Nothing
+
+     gameStart level area ischeat recordermode vrs = do
+       -- it is possible to temporary set (recordermode /= recorderMode vars)
+       gs <- newIORef $ initialRecorder recordermode (playbackKeys vrs) (initialMonadius GameVariables{
+       totalScore=0, flagGameover=False,  hiScore=saveHiScore vrs,
+       nextTag=0, gameClock = savePoints!!area ,baseGameLevel = level,
+       playTitle = if recordermode /= Playback then Nothing else playBackName vrs})
+
+       return $ Scene $ mainProc vrs{isCheat=ischeat,recordSaveState=(level,area)} gs ks
+
+     (savedLevel,savedArea) = saveState vars
+
+     demoStart vrs = do
+       let i = demoIndex vrs
+       let ReplayInfo ((lv,area),dat) = demoData!!i
+       gameStart lv area (isCheat vrs) Playback vrs{
+         playBackName = Just "Press Space",
+         playbackKeys = decode dat,
+         demoIndex = demoIndex vrs+1
+       }
+
+     nextCursor keys =
+       if SpecialKey KeyLeft `elem` keys then 0 else
+       if SpecialKey KeyRight `elem` keys then 1 else
+       menuCursor
+
+     delayVertices clck vs = (reverse . take clck . reverse) vs
+
+     lambdaLfoot = moreVertices $ [10:+55,(-15):+0] ++ map (\(x:+y)->((-x):+y)) wing
+     lambdaRfoot = moreVertices $ [(-15):+70,(-12):+77,(-5):+80,(2:+77),(5:+70)] ++ wing
+
+     shine t = monoshine (drawCompleteTime + t) + monoshine (drawCompleteTime + t+6)
+
+     monoshine t = exp(-0.2*intToDouble(t`mod` 240))
+
+     drawCompleteTime = length lambdaRfoot
+
+     moreVertices (a:b:cs) = if magnitude (a-b) > d then moreVertices (a:((a+b)/(2:+0)):b:cs) else a:moreVertices(b:cs)
+       where d=6
+
+     moreVertices x = x
+
+     wing = [(30:+0),(200:+0),(216:+16),(208:+24),(224:+24),(240:+40),(232:+48),(248:+48),(272:+72),(168:+72)]
+
+     renderVertices2D :: [Complex Double] -> IO ()
+     renderVertices2D xys = mapM_ (\(x:+y) -> vertex $ Vertex3 x y 0) xys
+
+     demoStartTime = if presentationMode then 480 else 1800
+
+endingProc :: GlobalVariables -> IORef [Key] -> IORef Double -> IO Scene
+endingProc vars ks ctr= do
+  keystate <- readIORef ks
+  counter <- readIORef ctr
+  modifyIORef ctr (min 2420 . (+2.0))
+  clear [ColorBuffer,DepthBuffer]
+  matrixMode $= Modelview 0
+  loadIdentity
+
+  color $ Color3 (1.0 :: Double) 1.0 1.0
+  zipWithM_ (\str pos -> preservingMatrix $ do
+    translate $ Vector3 (-180 :: Double) (-240+counter-pos) 0
+    scale (0.3 :: Double) 0.3 0.3
+    renderString Roman str)
+    stuffRoll [0,60..]
+
+  swapBuffers
+
+  if Char ' ' `elem` keystate then do
+      return $ Scene $ openingProc 0 1 vars ks
+   else return $ Scene $ endingProc vars ks ctr
+
+  where
+    stuffRoll = [
+     "",
+     "",
+     "Game Designer",
+     "    nushio",
+     "",
+     "Frame Programmer",
+     "    tanakh",
+     "",
+     "Graphics Designer",
+     "    Just nushio",
+     "",
+     "Sound Designer",
+     "    Match Makers",
+     "",
+     "Lazy Evaluator",
+     "    GHC 6.8",
+     "",
+     "Inspired"   ,
+     "    Ugo-Tool",
+     "    gradius2.com",
+     "    Gradius series",
+     "",
+     "Special thanks to",
+     "    John Peterson",
+     "    Simon Marlow",
+     "    Haskell B. Curry",
+     "    U.Glasgow",
+     "",
+     "Presented by",
+     "    team combat",
+     "",
+     "",
+     if (fst . saveState) vars <= 2 then "Congratulations!" else "WE LOVE GAMES!!" ,
+     "",
+     "    press space key"]
+
+mainProc :: GlobalVariables -> IORef Recorder -> IORef [Key] -> IO Scene
+mainProc vars gs ks = do
+  keystate <- readIORef ks
+  modifyIORef gs (update keystate)
+  gamestate <- readIORef gs
+
+  clear [ColorBuffer,DepthBuffer]
+  matrixMode $= Modelview 0
+  loadIdentity
+  render gamestate
+  swapBuffers
+  let currentLevel = baseGameLevel$getVariables$gameBody gamestate
+  let currentArea = maximum $ filter (\i -> (savePoints !! i) < (gameClock $ getVariables $ gameBody gamestate)) [0..(length savePoints-1)]
+  let currentSave = if mode gamestate == Playback then saveState vars else (currentLevel,currentArea)
+  let currentHi = max (saveHiScore vars) (hiScore$getVariables$gameBody gamestate)
+  if (isGameover gamestate) then do
+      counter <- newIORef (0.0 :: Double)
+      if mode gamestate /= Record then return () else do
+        writeReplay vars gamestate $ show (ReplayInfo (recordSaveState vars,(encode2 . preEncodedKeyBuf) gamestate))
+
+      if currentLevel>1 && (not . isCheat) vars && (mode gamestate /= Playback) then
+        return $ Scene $ endingProc vars{saveState=currentSave,saveHiScore = currentHi} ks counter
+       else return $ Scene $ openingProc 0 1 vars{saveState=currentSave,saveHiScore = currentHi} ks
+    else return $ Scene $ mainProc vars{saveState=currentSave,saveHiScore = currentHi} gs ks
+  where
+    writeReplay vs gamestate str = do
+      home <- getEnv "HOME"
+      createDirectoryIfMissing True (home ++ "/.monadius-replay/")
+      filename <- searchForNewFile (
+          "replay\\" ++ (showsave . recordSaveState) vs ++ "-" ++ (showsave . saveState) vs ++ "." ++
+          ((padding '0' 8) . show . totalScore . getVariables . gameBody) gamestate ++ "pts") 0
+      writeFile (home ++ "/.monadius-replay/" ++ filename) str
+    showsave (a,b) = show (a,b+1)
+    searchForNewFile prefix i = do
+      let fn = prefix ++ (uniqStrs!!i) ++ replayFileExtension
+      b <- doesFileExist fn
+      if not b then return fn else do
+        searchForNewFile prefix $ i + 1
+    uniqStrs = ("") : (map (("." ++) . show) ([1..] :: [Int]))
+
+timerProc :: IO () -> IO ()
+timerProc m = addTimerCallback 16 $ timerProc m >> m
+
+keyProc :: IORef [Key] -> Key -> KeyState -> t -> t1 -> IO ()
+keyProc keystate key ks _ _ =
+  case (key,ks) of
+    (Char 'q',_) -> exitLoop
+    (Char '\ESC',_) -> exitLoop
+    (_,Down) -> modifyIORef keystate (nub . (++ [key]))
+    (_,Up) -> modifyIORef keystate (filter (/=key))
+
+savePoints :: [Int]
+savePoints = [0,1280,3000,6080]
+
+
+ Monadius/Monadius.hs view
@@ -0,0 +1,1344 @@+module Monadius (
+                 Monadius(..) ,initialMonadius,getVariables,
+                 GameVariables(..),
+                 shotButton,missileButton,powerUpButton,upButton,downButton,leftButton,rightButton,selfDestructButton
+                ) where
+
+import Data.Array ((!), Array(), array)
+import Data.Complex -- ((:+))
+import Data.List (intersect, find)
+import Data.Maybe (fromJust, isJust, isNothing)
+import Graphics.UI.GLUT hiding (position)
+import Prelude hiding (catch)
+
+import Game
+import Util
+
+instance Game Monadius where
+  update = updateMonadius
+  render = renderMonadius
+  isGameover = isMonadiusOver
+
+data Monadius = Monadius (GameVariables,[GameObject])
+
+getVariables :: Monadius -> GameVariables
+getVariables (Monadius (vs,_))=vs
+
+data GameVariables = GameVariables {
+  totalScore :: Int,hiScore :: Int ,flagGameover :: Bool,
+  nextTag :: Int, gameClock :: Int,baseGameLevel :: Int,playTitle :: Maybe String
+  } deriving Eq
+
+data GameObject = -- objects that are actually rendered and moved.
+  VicViper{ -- player's fighter.
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hp :: Int,
+    trail :: [Complex Double],
+    speed :: Double,
+    powerUpPointer :: Int,
+    powerUpLevels :: Array Int Int,
+    reloadTime :: Int,weaponEnergy :: Int,
+    ageAfterDeath :: Int
+    } |
+  Option{ -- trailing support device.
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,
+    optionTag :: Int,
+    reloadTime :: Int,weaponEnergy :: Int} |
+  StandardMissile{
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hp :: Int,mode :: Int,
+    velocity :: Complex Double,parentTag :: Int,probe :: GameObject } | -- missile that fly along the terrain
+  Probe{ -- this lets missile to fly along the terrian
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hp :: Int
+  } |
+  StandardRailgun{
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hitDispLand :: Shape,hp :: Int,
+    velocity :: Complex Double,parentTag :: Int } | -- normal & double shot
+  StandardLaser{
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hitDispLand :: Shape,hp :: Int,
+    velocity :: Complex Double,parentTag :: Int,age :: Int } | -- long blue straight laser
+  Shield{
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hitDispLand :: Shape,hp :: Int,
+    settled :: Bool,size :: Double,placement :: Complex Double,
+    angle :: Double,omega :: Double} |  -- solid state of Reek power that protects enemy atacks
+  PowerUpCapsule{
+    tag :: Maybe Int,position :: Complex Double,hitDisp :: Shape,hp :: Int,age :: Int} |
+  PowerUpGauge{
+    tag :: Maybe Int,position :: Complex Double} |
+
+  DiamondBomb{
+    tag :: Maybe Int,position :: Complex Double,velocity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int} |  -- Bacterian's most popular warhead
+  TurnGear{
+    tag :: Maybe Int,position :: Complex Double,velocity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int,mode :: Int,
+    managerTag :: Int} |  -- one of small Bacterian lifeforms, often seen in a squad.
+  SquadManager{
+    tag :: Maybe Int,position :: Complex Double,interval :: Int,age :: Int,
+    bonusScore :: Int,currentScore :: Int,
+    members :: [GameObject],items :: [GameObject]
+  } |
+  -- 1. generates objects contained in <members> with <interval>, one at each time.
+  -- 2. sticks to one of the still-alive troop members.
+  -- 3. counts up <currentScore> every time when one of the squad members are destroyed by lack of hp.
+  -- 4. doesn't count up <currentScore> if a squad member are destroyed by scrolling out.
+  -- 5. dies when all squad members were destroyed. at this time,
+  --        releases <items> if <currentScore> >= <bonusScore>, or
+  --        doesn't ,if not.
+  Jumper{
+    tag :: Maybe Int,position :: Complex Double,velocity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int,hasItem :: Bool,gravity :: Complex Double,
+    touchedLand :: Bool,jumpCounter :: Int
+  } | -- dangerous multi way mine dispenser.
+
+  Grashia{
+    tag :: Maybe Int,position :: Complex Double,velocity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int,hasItem :: Bool,gravity :: Complex Double,
+    gunVector :: Complex Double,mode :: Int
+  } | -- fixed antiaircraft cannon.
+
+  Ducker{
+    tag :: Maybe Int,position :: Complex Double,velocity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int,hasItem :: Bool,gVelocity :: Complex Double,
+    charge :: Int,vgun :: Complex Double,touchedLand :: Bool
+  } | -- 2-feet mobile land to air attack device.
+
+  Flyer{
+    tag :: Maybe Int,position :: Complex Double,velocity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int,hasItem :: Bool,mode :: Int
+  } | -- Baterian's standard interceptor.
+
+  ScrambleHatch{
+    tag :: Maybe Int,position :: Complex Double,gateAngle :: Double,gravity :: Complex Double,
+    hitDisp :: Shape,hp :: Int,age :: Int,launchProgram :: [[GameObject]]
+  } | -- Where Baterian larvae spend last process of maturation.
+
+  LandScapeBlock{
+    tag :: Maybe Int, position :: Complex Double,hitDisp :: Shape,velocity :: Complex Double
+  } | -- landscape that just look like, and hit like its hitDisp.
+
+  Particle{
+    tag :: Maybe Int, position :: Complex Double, velocity :: Complex Double,
+    size :: Double,particleColor :: Color3 Double,age :: Int,decayTime :: Double,expireAge :: Int
+  } | -- multi purpose particles that vanishes after expireAge.
+
+  Star{
+    tag :: Maybe Int, position :: Complex Double,particleColor :: Color3 Double
+  } | -- background decoration
+  SabbathicAgent{
+    tag :: Maybe Int, fever :: Int
+  } | -- generates many flyers for additional fun if there are none of them
+  DebugMessage {tag :: Maybe Int,debugMessage :: String} |
+  ScoreFragment{tag :: Maybe Int,score :: Int}
+
+data HitClass = BacterianShot |
+                BacterianBody |
+                LaserAbsorber |
+                MetalionShot |
+                MetalionBody |
+                ItemReceiver |
+                PowerUp |
+                LandScape
+                deriving(Eq)
+
+data WeaponType = NormalShot | Missile | DoubleShot | Laser
+                  deriving(Eq)
+-- WeaponType NormalShot | Missile | DoubleShot | Laser ... represents function of weapon that player selected, while
+-- GameObject StandardRailgun | StandardLaser ... represents the object that is actually shot and rendered.
+-- for example;
+-- shooting NormalShot :: WeaponType and DoubleShot :: WeaponType both result in StandardRailgun :: GameObject creation, and
+-- shooting Laser :: WeaponType creates StandardLaser :: GameObject when player is operating VicViper, or RippleLaser :: GameObject when LordBritish ... etc.
+
+
+data ScrollBehavior = Enclosed{doesScroll :: Bool} | NoRollOut{doesScroll :: Bool}
+ | RollOutAuto{doesScroll :: Bool, range :: Double}  | RollOutFold{doesScroll :: Bool}
+
+-----------------------------
+--
+--   initialization
+--
+------------------------------
+initialMonadius :: GameVariables->Monadius
+initialMonadius initVs = Monadius (initGameVariables,initGameObjects)
+    where
+      initGameVariables = initVs
+      initGameObjects =
+          stars ++ [freshVicViper,freshPowerUpGauge]
+      stars = take 26 $ map (\(t,i)->Star{tag=Nothing,position = (fix 320 t:+fix 201 t),particleColor=colors!!i}) $ zip (map (\x -> square x + x + 41) [2346,19091..]) [1..]
+      fix :: Int->Int->Double
+      fix limit value = intToDouble $ (value `mod` (2*limit) - limit)
+      colors = [Color3 1 1 1,Color3 1 1 0,Color3 1 0 0, Color3 0 1 1] ++ colors
+    --  ++ map (\x -> freshOption{optionTag = x}) [1..4]  -- full option inchiki
+
+{-
+Default settings of game objects and constants
+-}
+downButton,leftButton,missileButton,powerUpButton,rightButton,selfDestructButton,shotButton,upButton :: Key
+downButton = SpecialKey KeyDown
+leftButton = SpecialKey KeyLeft
+missileButton = Char 'x'
+powerUpButton = Char 'c'
+rightButton = SpecialKey KeyRight
+selfDestructButton = Char 'g'
+shotButton = Char 'z'
+upButton = SpecialKey KeyUp
+
+-- Cuteness to add later
+-- konamiCommand = [upButton,upButton,downButton,downButton,leftButton,rightButton,leftButton,rightButton,missileButton,shotButton]
+
+gaugeOfMissile,gaugeOfDouble,gaugeOfLaser,gaugeOfShield :: Int
+gaugeOfMissile = 1
+gaugeOfDouble  = 2
+gaugeOfLaser   = 3
+gaugeOfShield  = 5
+
+stageClearTime :: Int
+stageClearTime = 7800
+
+-- these lists are game rank modifiers.
+bacterianShotSpeedList, duckerShotWay, jumperShotFactor, grashiaShotSpeedFactor :: [Double]
+bacterianShotSpeedList = [8,4,6,8] ++ cycle [12,8]
+duckerShotCount = [2,1,1,3] ++ repeat 2
+duckerShotWay = [1,1,2,1] ++ cycle [2,2]
+jumperShotFactor = [0.5,0.5,0.5,0.5] ++ cycle [0.8,0.5]
+grashiaShotSpeedFactor = [1,1,1,1] ++ cycle [1,0.6]
+
+flyerHitBack, particleHitBack, powerUpCapsuleHitBack, scrambleHatchHitBack, treasure, turnGearHitBack :: [Bool]
+flyerHitBack = [False,False,False] ++ repeat True
+particleHitBack = True:repeat False
+powerUpCapsuleHitBack = [False,False,False,False] ++ cycle [False,True]
+scrambleHatchHitBack = [False,False,False,False] ++ cycle [False,True]
+treasure = [False,False,False,False] ++ cycle [False,True]
+turnGearHitBack = [False,False,False] ++ repeat True
+
+duckerShotCount, flyerShotInterval, grashiaShotHalt, grashiaShotInterval, inceptorShotInterval, jumperShotWay, landRollShotInterval, scrambleHatchLaunchLimitAge :: [Int]
+flyerShotInterval = [30,infinite,30,15] ++ cycle [15,15]
+grashiaShotHalt = [50,100,50,50] ++ cycle [0,0]
+grashiaShotInterval = [30,60,30,30] ++ cycle [15,5]
+inceptorShotInterval = [45,infinite,60,45] ++ cycle [45,45]
+jumperShotWay = [16,4,8,16] ++ cycle [24,32]
+landRollShotInterval = [60,120,60,60] ++ cycle [30,60]
+scrambleHatchLaunchLimitAge = [400,200,400,400] ++ cycle [600,400]
+
+shotSpeed,laserSpeed,laserBreadth :: Double
+shotSpeed = 25
+laserSpeed = 60
+laserBreadth = 20
+
+landScapeSensitive :: GameObject -> Bool
+landScapeSensitive StandardRailgun{} = True -- these objects has hitDispLand
+landScapeSensitive StandardLaser{} = True   -- in addition to hitDisp
+landScapeSensitive Shield{} = True
+landScapeSensitive _ = False
+
+vicViperSize :: Double
+vicViperSize = 6
+
+shieldPlacementMargin,shieldHitMargin :: Double
+shieldPlacementMargin = 5
+shieldHitMargin = 10
+
+shieldMaxHp, hatchHP :: Int
+shieldMaxHp = 16
+hatchHP = 15
+
+diamondBombSize,smallBacterianSize,hatchHeight :: Double
+diamondBombSize = 6
+hatchHeight = 35
+smallBacterianSize = 16
+
+freshDiamondBomb, freshFlyer, freshInterceptor, freshOption, freshPowerUpCapsule, freshPowerUpGauge, freshShield, freshStalk, freshStandardLaser, freshStandardMissile, freshStandardRailgun, freshTurnGear, freshTurnGearSquad, freshVicViper :: GameObject
+freshDiamondBomb = DiamondBomb{tag=Nothing,position=0:+0,velocity=0:+0,hp=1,hitDisp=Circular (0:+0) diamondBombSize,age=0}
+freshFlyer = Flyer{tag=Nothing,position=0:+0,velocity=(-3):+0,hitDisp=Circular 0 smallBacterianSize,hp=1,age=0,hasItem=False,mode=0}
+freshInterceptor = freshFlyer{mode=1,velocity = 0:+0}
+freshOption = Option{tag = Nothing, position=0:+0, hitDisp = Circular (0:+0) 0,optionTag = 0,reloadTime=0,weaponEnergy=100}
+freshPowerUpCapsule = PowerUpCapsule{tag = Nothing, hitDisp = Circular (0:+0) 30,position = 0:+0,hp=1,age=0}
+freshPowerUpGauge = PowerUpGauge{tag=Nothing, position = (-300):+(-240)}
+freshShield = Shield{tag=Nothing,position=380:+0,hitDisp=Circular (0:+0) 0,hitDispLand=Circular (0:+0) 0,hp=shieldMaxHp,settled=False,size=0,placement=0:+0,angle=0,omega=0}
+freshStalk = freshFlyer{mode=10,velocity = (-2):+0}
+freshStandardLaser = StandardLaser{tag=Nothing,position=0:+0,hitDisp=Rectangular (laserSpeed/(-2):+(-laserBreadth)) (laserSpeed/2:+laserBreadth),hitDispLand = Rectangular (laserSpeed/(-2):+(-vicViperSize)) (laserSpeed/2:+vicViperSize),velocity=laserSpeed:+0,hp=1,parentTag=0,age=0}
+freshStandardMissile = StandardMissile{tag=Nothing,position=0:+0,hitDisp=Circular 0 7,velocity=0:+0,hp=1,parentTag=0,probe=Probe{tag=Nothing,position=0:+0,hitDisp=Circular (0:+(-5)) 12,hp=1},mode=0}
+freshStandardRailgun = StandardRailgun{tag=Nothing,position=0:+0,hitDisp=Circular 0 12,hitDispLand = Circular (0:+0) vicViperSize,velocity=shotSpeed:+0,hp=1,parentTag=0}
+freshTurnGear = TurnGear{tag=Nothing,position=0:+0,velocity=0:+0,hp=1,hitDisp=Circular (0:+0) smallBacterianSize,age=0,managerTag=0,mode=0}
+freshTurnGearSquad = SquadManager{tag=Nothing,position=0:+0, interval=10, age=0,
+  bonusScore=squadSize, currentScore=0, members = replicate squadSize freshTurnGear,items=[freshPowerUpCapsule]} where
+  squadSize=6
+freshVicViper = VicViper{tag = Nothing, position = 0:+0, hitDisp = Circular (0:+0) vicViperSize,hp=1, trail = repeat $ 0:+0,
+      speed = 1,powerUpPointer=(-1),powerUpLevels=array (0,5) [(x,0)|x<-[0..5]],reloadTime=0,weaponEnergy=100,
+      ageAfterDeath = 0}
+
+freshDucker :: Double -> GameObject
+freshDucker vg = Ducker{tag = Nothing, position = 0:+0, velocity= 0:+0, hitDisp = Circular (0:+0) smallBacterianSize, hp = 1,
+  age = 0, hasItem = False, gVelocity = 0:+(8*vg),charge = 0, vgun = 0:+0,touchedLand=False}
+freshScrambleHatch :: Double -> GameObject
+freshScrambleHatch sign = ScrambleHatch{tag=Nothing,position=0:+0,hitDisp=regulate $ Rectangular ((-45):+0) (45:+(hatchHeight*(-sign))),gravity=(0:+sign),hp=hatchHP,age=0,
+  launchProgram = cycle $ replicate 40 [] ++ (concat.replicate 6) ([[freshInterceptor{velocity = 0:+(-6)*sign}]]++replicate 9 []),gateAngle=0
+  }
+
+freshVolcano :: Double -> GameObject
+freshVolcano grvty = LandScapeBlock{tag=Nothing,position=0:+0,velocity=0:+0,hitDisp=
+  Shapes $ map (regulate.(\i -> Rectangular ((120 - 33*i + 2*i*i):+ sign*30*i) ((33*i - 2*i*i - 120) :+ sign*30*(i+1)) ) ) [0..4]}
+  where sign = (-grvty)
+
+freshTable :: Double -> GameObject
+freshTable grvty =  LandScapeBlock{tag=Nothing,position=0:+0,velocity=0:+0,hitDisp= Shapes $ map (regulate.(\i->Rectangular ((-2**(i+3)+shiftSinePi i):+sign*30*i) ((2**(i+3)+shiftSinePi i) :+sign*30*(i+1)))) [0..4]
+} where
+    sign = (- grvty)
+
+    shiftSinePi :: (Floating a) => a -> a
+    shiftSinePi a = 5 * sin (a*0.5*pi)
+
+freshGrashia, freshJumper, freshLandRoll :: Double -> GameObject
+freshGrashia sign= Grashia{tag=Nothing,position=0:+0,velocity=0:+0,
+  hitDisp=Circular 0 smallBacterianSize,hp=1,age=0,hasItem=False,gravity=(0:+sign),gunVector=0:+0,mode=0}
+freshJumper sign=Jumper{tag=Nothing,position=0:+0,velocity=0:+0,
+                    hitDisp=Circular 0 smallBacterianSize,hp=1,age=0,hasItem=False,gravity=(0:+0.36*sign),touchedLand=False,jumpCounter=0}
+freshLandRoll sign = (freshGrashia sign){mode=1}
+
+freshLandScapeGround, freshSabbathicAgent :: GameObject
+freshLandScapeGround = LandScapeBlock{tag=Nothing,position=0:+0,velocity=0:+0,hitDisp=Rectangular ((-158):+(-20)) (158:+20)}
+freshSabbathicAgent = SabbathicAgent{tag=Nothing,fever=1}
+
+freshScore :: Int -> GameObject
+freshScore point = ScoreFragment{tag=Nothing,score = point}
+
+-----------------------------
+--
+--  game progress
+--
+-----------------------------
+
+updateMonadius :: [Key]->Monadius->Monadius
+updateMonadius realKeys (Monadius (variables,objects))
+ = Monadius (newVariables,newObjects) where
+  gameVariables = variables
+  gameObjects   = objects
+  gameLevel = baseGameLevel gameVariables
+  bacterianShotSpeed = bacterianShotSpeedList!!gameLevel
+
+
+  keys = if hp vicViper<=0 then [] else realKeys
+   -- almost all operation dies when vicViper dies. use realKeys to fetch unaffected keystates.
+
+  (newNextTag,newObjects) = issueTag (nextTag variables) $
+                            (loadObjects ++) $
+                            filterJust.map scroll $
+                            concatMap updateGameObject $
+                            gameObjectsAfterCollision
+  gameObjectsAfterCollision = collide objects
+  -- * collision must be done BEFORE updateGameObject(moving), for
+  --   players would like to see the moment of collision.
+  -- * loading new objects after collision and moving is nice idea, since
+  --   you then have new objects appear at exact place you wanted them to.
+  -- * however, some operation would like to refer the result of the collision
+  --   before it is actually taken effect in updateGameObject.
+  --   such routine should use gameObjectsAfterCollision.
+
+
+  newVariables = variables{
+    nextTag = newNextTag,
+    flagGameover = flagGameover variables ||  ageAfterDeath vicViper > 240,
+    gameClock = (\c -> if hp vicViper<=0 then c else if goNextStage then 0 else c+1) $ gameClock variables,
+    baseGameLevel = (\l -> if goNextStage then l+1 else l) $ baseGameLevel variables,
+    totalScore = newScore,
+    hiScore = max (hiScore variables) newScore
+  }
+   where
+    goNextStage = gameClock variables > stageClearTime
+    newScore = totalScore variables +  (sum) (map (\obj -> case obj of
+      ScoreFragment{score = p} -> p
+      _ -> 0) objects  :: [Int])
+
+  updateGameObject :: GameObject->[GameObject]
+  -- update each of the objects and returns list of resulting objects.
+  -- the list usually includes the modified object itself,
+  --   may include several generated objects such as bullets and explosions,
+  --   or include nothing if the object has vanished.
+
+  updateGameObject vic@VicViper{} = newShields ++ makeMetalionShots vic{
+    position=position vic + (vmag*(speed vic):+0) * (vx:+vy) ,
+    trail=(if isMoving then ((position vic-(10:+0)):) else id) $ trail vic,
+    powerUpLevels =
+      (modifyArray gaugeOfShield (const (if (shieldCount > 0) then 1 else 0))) $
+      (if doesPowerUp then (
+      modifyArray (powerUpPointer vic)
+        (\x->if x<powerUpLimits!!powerUpPointer vic then x+1 else 0) . -- overpowering-up results in initial powerup level.
+      (if powerUpPointer vic==gaugeOfDouble then modifyArray gaugeOfLaser (const 0) else id) . -- laser and double are
+      (if powerUpPointer vic==gaugeOfLaser then modifyArray gaugeOfDouble (const 0) else id) ) --  exclusive equippment.
+        else id) (powerUpLevels vic),
+    powerUpPointer = if doesPowerUp then (-1) else powerUpPointer vic,
+    speed = speeds !! (powerUpLevels vic!0),
+    reloadTime = max 0 $ reloadTime vic - 1,
+    ageAfterDeath = if hp vic>0 then 0
+                    else ageAfterDeath vic+1,
+    hitDisp = if treasure!!gameLevel then Circular 0 0 else Circular (0:+0) vicViperSize,
+    hp = if selfDestructButton `elem` keys then 0 else hp vic
+  } where
+    vx = (if (rightButton `elem` keys) then 1    else 0) +
+         (if (leftButton  `elem` keys) then (-1) else 0)
+    vy = (if (upButton    `elem` keys) then 1    else 0) +
+         (if (downButton  `elem` keys) then (-1) else 0)
+    vmag = if vx*vx+vy*vy>1.1 then sqrt(0.5) else 1
+    isMoving = any (\b-> elem b keys) [rightButton,leftButton,upButton,downButton]
+    doesPowerUp = (powerUpButton `elem` keys) && (powerUpPointer vic >=0) &&
+      (powerUpPointer vic ==0 ||
+       powerUpLevels vic!powerUpPointer vic<powerUpLimits!!powerUpPointer vic)
+    speeds = [2,4,6,8,11,14] ++ speeds
+    shieldCount :: Int
+    shieldCount = sum $ map (\o->case o of
+      Shield{} -> 1
+      _ -> 0) gameObjects
+    newShields = if (doesPowerUp && powerUpPointer vic==gaugeOfShield) then
+      [freshShield{position=350:+260   ,placement=40:+shieldPlacementMargin,   angle=30,omega=10   },
+       freshShield{position=350:+(-260),placement=40:+(-shieldPlacementMargin),angle=0 ,omega=(-10)}]
+      else []
+
+  updateGameObject option@Option{} = makeMetalionShots option{
+    position = trail vicViper !! (10*optionTag option),
+    reloadTime = max 0 $ reloadTime option - 1
+  }
+
+  updateGameObject miso@StandardMissile{} = [miso{position=newpos,mode = newmode,velocity=v,
+     probe = (probe miso){position=newpos,hp=1}} ]  where
+      newmode = if hp(probe miso) <= 0 then 1 else
+        if mode miso == 0 then 0 else 2
+      v = case newmode of
+        0 -> 3.5:+(-7)
+        1 -> 8:+0
+        2 -> 0:+(-8)
+        _ -> 0
+      newpos = position miso + v
+
+  updateGameObject shot@StandardRailgun{} = if hp shot <=0 then [] else
+    [shot{position=position shot + velocity shot}]
+
+  updateGameObject laser@StandardLaser{} = if hp laser <=0 then [] else
+    [laser{position=(\(x:+_)->x:+parentY) $ position laser + velocity laser,age=age laser+1}]  where
+      myParent = head $ filter (\o->tag o==Just (parentTag laser)) gameObjects
+      _:+parentY = position myParent
+
+  updateGameObject shield@Shield{} = if(hp shield<=0) then [] else [
+    (if settled shield then
+      shield{
+        position=target,size=shieldPlacementMargin+intToDouble (hp shield),
+        hitDisp = Circular (0:+0) (size shield+shieldHitMargin),
+        hitDispLand = Circular (0:+0) (size shield)
+      }
+    else
+      shield{hp=shieldMaxHp,size=5+intToDouble (hp shield),position=newPosition,settled=chaseFactor>0.6})
+    {angle=angle shield + omega shield}
+    ] where
+      newPosition = position shield + v
+      v =  difference * (chaseFactor:+0)
+      chaseFactor = (10/magnitude difference)
+      difference = target-position shield
+      target = position vicViper+(realPart (placement shield) :+ additionalPlacementY)
+      additionalPlacementY = signum (imagPart$placement shield)*size shield
+
+  updateGameObject pow@PowerUpCapsule{} = if(hp pow<=0) then [freshScore 800] else [
+    pow{age=age pow + 1}
+    ] ++ if powerUpCapsuleHitBack!!gameLevel && age pow ==1 then
+     map (\theta -> freshDiamondBomb{position=position pow,velocity=mkPolar (bacterianShotSpeed*0.5) theta}) $
+       take 8 $ iterate (+(2*pi/8)) (pi/8)  else []
+
+
+  updateGameObject bullet@DiamondBomb{} = if hp bullet<=0 then [] else
+    [bullet{position=position bullet + velocity bullet,age=age bullet+1}]
+  updateGameObject self@TurnGear{position=pos@(x:+y),mode=m} = if hp self<=0 then
+     [freshScore 50] ++ freshExplosions pos ++ if turnGearHitBack!!gameLevel then [scatteredNeraiDan pos (bacterianShotSpeed:+0)] else []
+   else [
+    self{
+      position = position self + velocity self,
+      age = age self + 1,
+      mode = newmode,
+      velocity = newv
+    }] where
+      newv = case m of
+        0 -> ((-4):+0)
+        1 -> if (y - (imagPart.position) vicViper) > 0 then (3:+(-5)) else (3:+(5))
+        _ -> if isEasy then 2:+0 else 6:+0
+      newmode = if m==0 && x < (if not isEasy then -280 else 0) && (realPart.position) vicViper> (-270) then 1 else
+                    if m==1 && abs (y - (imagPart.position) vicViper) < 20 then 2 else m
+
+  updateGameObject me@SquadManager{position=pos,interval=intv,members=membs,age=clock,tag=Just myTag} =
+    if mySquadIsWipedOut then(
+      if currentScore me >= bonusScore me then map (\o->o{position=pos}) (items me) else []
+     )else me{
+      age = age me + 1,
+      currentScore = currentScore me + todaysDeaths,
+      position = if clock <= releaseTimeOfLastMember then pos else warFront
+    }:dispatchedObjects where
+      dispatchedObjects = if (clock `div` intv < length membs && clock `mod` intv == 0) then
+        [(membs!!(clock `div` intv)){position=pos,managerTag=myTag}] else []
+      todaysDeaths = sum $ map (\o->if hp o <=0 then 1 else 0) $ mySquad
+      mySquadIsWipedOut = clock > releaseTimeOfLastMember && length mySquad <= 0
+      warFront = position $ head $ mySquad
+      releaseTimeOfLastMember = intv * (length membs-1)
+      mySquad = filter (\o->case o of
+        TurnGear{managerTag=hisManagerTag} -> hisManagerTag == myTag  -- bad, absolutely bad code
+        _                                  -> False) gameObjectsAfterCollision
+
+  updateGameObject this@Flyer{position=pos@(x:+_),age=myAge,mode=m,velocity =v} =
+    if gameClock variables > stageClearTime - 100 then freshExplosions pos else
+    if hp this <=0 then ([freshScore (if mode this == 10 then 30 else 110)] ++ freshExplosions pos++(if hasItem this then [freshPowerUpCapsule{position=pos}] else if flyerHitBack!!gameLevel then [scatteredNeraiDan pos (bacterianShotSpeed:+0)] else []))
+     else
+    [this{
+      age=myAge+1,
+      position = pos + v ,
+      velocity = newV,
+      mode = newMode
+    }]++myShots where
+      newV = case m of
+        00 -> (realPart v):+sin(intToDouble myAge / 5)
+        01 -> v --if magnitude v <= 0.01 then if imagPart (position vicViper-pos)>0 then 0:+10 else 0:+(-10) else v
+        02 -> (-4):+0
+        10 -> if (not isEasy) || myAge < 10 then stokeV else v
+        _ -> v
+      stokeV = angleAccuracy 16 $ (* ((min (speed vicViper*0.75) (intToDouble$round$magnitude v)):+0) ) $ unitVector $ position vicViper-pos
+      newMode = case m of
+        01 -> if myAge > 20 && (position vicViper - pos) `innerProduct` v < 0 then 02 else 01
+        _  -> m
+      myShots = if (myAge+13*(fromJust $tag this)) `mod` myInterval == 0 && (x <= (-80) || x <= realPart(position vicViper))
+        then [jikiNeraiDan pos (bacterianShotSpeed:+0)] else []
+      myInterval = if m==00 || m==03 then flyerShotInterval!!gameLevel else inceptorShotInterval!!gameLevel
+
+  updateGameObject me@Ducker{position=pos@(_:+_),velocity = v,age=myAge,gVelocity= vgrav,touchedLand = touched} =
+    if hp me <=0 then ([freshScore 130] ++ freshExplosions pos ++ if hasItem me then [freshPowerUpCapsule{position=pos}] else[]) else
+    [me{
+      age=myAge+1,
+      position = pos + v,
+      charge = if charge me <=0 && aimRate > 0.9 && aimRate < 1.1 then (duckerShotCount!!gameLevel)*7+3
+        else ((\x -> if x>0 then x-1 else x)  $  charge me),
+      vgun = unitVector $ aimX:+aimY,
+      velocity = if charge me >0 then 0:+0 else
+        if magnitude v <= 0.01 then (
+          if realPart(position vicViper - pos)>0 then 3:+0 else (-3):+0
+        ) else if touched then
+          ((realPart v):+(-imagPart vgrav))
+        else (realPart v:+(imagPart vgrav)),
+      touchedLand = False
+    }]++myShots where
+      aimX:+aimY = position vicViper - pos
+      aimRate = (-(signum$realPart v))*aimX / (abs(aimY) +0.1)
+      myShots = if charge me `mod` 7 /= 6 then [] else
+        map (\w->freshDiamondBomb{position=pos,velocity=w}) vs
+      vs = map (\vy -> (vgun me)*(bacterianShotSpeed:+(1.5*(vy)))) [-duckerShotWay!!gameLevel+1 , -duckerShotWay!!gameLevel+3 .. duckerShotWay!!gameLevel-0.9]
+
+  updateGameObject me@Jumper{position=pos@(_:+_),velocity = v,age=_,gravity= g,touchedLand = touched} =
+    if hp me <=0 then ([freshScore 300] ++ freshExplosions pos ++if hasItem me then [freshPowerUpCapsule{position=pos}] else[]) else
+    [
+      me{
+        position = pos + v,
+        velocity = if touched then (signum(realPart $ position vicViper-pos)*abs(realPart v):+imagPart(jumpSize*g)) else v + g,
+        jumpCounter = (if touched && v`innerProduct` g >0 then (+1) else id) $
+          (if doesShot then (+1) else id) $ jumpCounter me,
+        touchedLand = False
+      }
+    ] ++shots where
+    jumpSize = if jumpCounter me `mod` 4 == 2 then (-30) else (-20)
+    doesShot = jumpCounter me `mod` 4 == 2 && v`innerProduct` g >0
+    shots = if doesShot then
+      map (\theta -> freshDiamondBomb{position=pos,velocity=mkPolar (bacterianShotSpeed*jumperShotFactor!!gameLevel) theta}) $
+        take way $ iterate (+(2*pi/intToDouble way)) 0
+      else []
+    way=jumperShotWay!!gameLevel
+
+  updateGameObject me@ScrambleHatch{position = pos,age=a} =
+    if hp me <=0 then [freshScore 3000] ++ freshMiddleExplosions pos ++
+      if scrambleHatchHitBack!!gameLevel then hatchHitBacks else []
+     else
+    [me{
+      age = a + 1,
+      gateAngle = max 0$ min pi$ (if length currentLaunches>0 then (+1) else (+(-0.05))) $ gateAngle me
+    }] ++ currentLaunches where
+      currentLaunches = if a <= scrambleHatchLaunchLimitAge!!gameLevel then
+          (map (\obj -> obj{position = pos}) $ launchProgram me!!a)
+        else []
+      hatchHitBacks =
+        (map (\theta -> freshDiamondBomb{position=pos-16*gravity me,velocity=mkPolar (bacterianShotSpeed*0.5) theta}) $ take way $ iterate (+2*pi/intToDouble way) 0 )++
+        (map (\theta -> freshDiamondBomb{position=pos-16*gravity me,velocity=mkPolar (bacterianShotSpeed*0.4) theta}) $ take way $ iterate (+2*pi/intToDouble way) (pi/intToDouble way) )
+      way = 16
+
+
+  updateGameObject me@Grashia{position = pos} =
+    if hp me <=0 then ([freshScore 150] ++ freshExplosions pos++ if hasItem me then [freshPowerUpCapsule{position=pos}] else[]) else
+    [
+      me{
+        age=age me+1,
+        gunVector = unitVector $ position vicViper - pos,
+        position = position me + ((-3)*sin(intToDouble (age me*mode me)/8):+0)
+      } --V no shotto wo osoku
+    ] ++ if age me `mod` myInterval == 0 && age me `mod` 200 > grashiaShotHalt!!gameLevel then
+      [jikiNeraiDanAc (pos+gunVector me*(16:+0)) (grashiaShotSpeedFactor!!gameLevel*bacterianShotSpeed:+0) 64] else [] where
+      myInterval = if mode me == 0 then grashiaShotInterval!!gameLevel else landRollShotInterval!!gameLevel
+
+  updateGameObject me@Particle{position = pos} =
+    if age me > expireAge me then (if particleHitBack!!gameLevel then [freshScore 10,scatteredNeraiDan pos (bacterianShotSpeed:+0)] else []) else
+    [me{
+      age = age me + 1,
+      position = position me + (decay:+0) * velocity me
+    }] where
+      decay =  exp $  -  intToDouble (age me) / decayTime me
+
+  updateGameObject me@LandScapeBlock{position = pos,velocity = v} = [me{position = pos+v}]
+
+  updateGameObject DebugMessage{} = []
+
+  updateGameObject ScoreFragment{} = []
+
+  updateGameObject me@SabbathicAgent{fever = f} = if gameClock variables>stageClearTime-180  then [] else [
+    me{
+      fever = if launch then f+1 else f
+    }]
+    ++ if launch then map (\pos->freshStalk{position = pos,velocity=(-4):+0,hasItem = (realPart pos>0 && (round $ imagPart pos :: Int) `mod` (3*round margin)==0)}) $
+    concat $ map (\t->[(340:+t),((-340):+t),(t:+(260)),(t:+(-260))]) $[(-margin*df),(((negate margin) * df) + (margin * 2))..(margin*df+1)] else [] where
+      launch = (<=0) $ length $ filter (\obj->case obj of
+        Flyer{} -> True
+        _ -> False) objects
+      df = intToDouble f - 1
+      margin :: Double
+      margin = 20
+
+  updateGameObject x = [x]
+
+  makeMetalionShots :: GameObject->[GameObject]
+  {- this generates proper playerside bullets
+  according to the current power up state of vicviper.
+  both options and vicviper is updated using this. -}
+
+  makeMetalionShots obj = obj{reloadTime=reloadTime obj+penalty1+penalty2,
+    weaponEnergy = max 0 $ min 100 $ weaponEnergy obj + if doesLaser then (-10) else 50
+    }:(shots++missiles) where
+    (shots,penalty1) = if doesNormal then ([freshStandardRailgun{position=position obj,parentTag=myTag}] ,2)
+      else if doesDouble then ([freshStandardRailgun{position=position obj,parentTag=myTag},freshStandardRailgun{position=position obj,parentTag=myTag,velocity=mkPolar 1 (pi/4)*velocity freshStandardRailgun}] ,2)
+      else if doesLaser then ([freshStandardLaser{position=position obj+(shotSpeed/2:+0),parentTag=myTag}] ,1)
+      else ([],0)
+    penalty2 = if weaponEnergy obj <= 0 then 8 else 0
+    missiles = if doesMissile then [freshStandardMissile{position=position obj}] else []
+    doesShot = (isJust $tag obj) && (reloadTime obj <=0) && (shotButton `elem` keys)
+    doesNormal = doesShot && elem NormalShot types && (shotCount<2)
+    doesDouble = doesShot && elem DoubleShot types && (shotCount<1)
+    doesLaser = doesShot && elem Laser types
+    doesMissile = (isJust $tag obj) && elem Missile types && (missileButton `elem` keys) && (missileCount<=0)
+    myTag = fromJust $ tag obj
+    shotCount = length $ filter (\o->case o of
+                            StandardRailgun{} -> parentTag o==myTag
+                            _             -> False) gameObjects
+    missileCount = length $ filter (\o->case o of
+                            StandardMissile{} -> True
+                            _         -> False) gameObjects
+
+    types = weaponTypes vicViper
+
+  jikiNeraiDan :: Complex Double -> Complex Double -> GameObject
+  -- an enemy bullet starting at position sourcePos and with relative velocity initVelocity.
+  -- bullet goes straight to vicviper if initVelocity is a positive real number.
+  jikiNeraiDanAc sourcePos initVelocity accuracy = freshDiamondBomb{
+    position = sourcePos,
+    velocity = (*initVelocity) $ (angleAccuracy accuracy) $ unitVector $ position vicViper - sourcePos
+  }
+  jikiNeraiDan sourcePos initVelocity = jikiNeraiDanAc sourcePos initVelocity 32
+
+  scatteredNeraiDan :: Complex Double -> Complex Double -> GameObject
+  -- a rather scattered jikiNeraiDan.
+  scatteredNeraiDan sourcePos initVelocity = freshDiamondBomb{
+    position = sourcePos,
+    velocity = scatter $ (*initVelocity) $ (angleAccuracy 32) $ unitVector $ position vicViper - sourcePos
+  } where
+    scatter z = let (r,theta)=polar z in
+      mkPolar r (theta+pi/8*((^(3::Int)).sin)((intToDouble $ gameClock variables) + magnitude sourcePos))
+
+  freshExplosionParticle pos vel a = Particle{tag=Nothing,position=pos,velocity=vel,size=8,particleColor=Color3 1 0.5 0,age=a,decayTime=6,expireAge=20}
+
+  freshExplosions pos = take 5 expls where
+    expls :: [GameObject]
+    expls = makeExp randoms
+    randoms = [square $ sin(9801*sqrt t*(intToDouble$gameClock variables) + magnitude pos)|t<-[1..]]
+    makeExp (a:b:c:xs) = (freshExplosionParticle pos (mkPolar (3*a) (2*pi*b)) (round $ -5*c)):makeExp xs
+    makeExp _ = []
+
+  freshMiddleExplosions pos = take 16 expls where
+    expls :: [GameObject]
+    expls = makeExp randoms 0
+    randoms = [square $ sin(8086*sqrt t*(intToDouble$gameClock variables) + magnitude pos)|t<-[1..]]
+    makeExp (a:b:xs) i = (freshExplosionParticle (pos+mkPolar 5 (pi/8*i)) (mkPolar (6+3*a) (pi/8*i)) (round $ -5*b)){size=16}:makeExp xs (i+1)
+    makeExp _ _ = []
+
+  issueTag :: Int -> [GameObject] -> (Int,[GameObject])
+  -- issue tag so that each objcet has unique tag,
+  -- and every object will continue to hold the same tag.
+  issueTag nt [] = (nt,[])
+  issueTag nt (x:xs) = (newNextTag,taggedX:taggedXs) where
+    (nextTagForXs,taggedX) = if(isNothing $ tag x) then
+      (nt+1,x{tag = Just nt}) else (nt,x)
+    (newNextTag,taggedXs) = issueTag nextTagForXs xs
+
+  collide :: [GameObject]->[GameObject]
+  -- collide a list of GameObjects and return the result.
+  -- it is important NOT to delete any object at the collision -- collide, show then delete
+  collide = map personalCollide
+    where
+    -- each object has its own hitClasses and weakPoints.
+    -- collision is not symmetric: A may crushed by B while B doesn't feel A.
+    -- object X is hit by only objectsWhoseHitClassIsMyWeakPoint X.
+    personalCollide :: GameObject->GameObject
+    personalCollide obj = foldr check obj $ objectsWhoseHitClassIsMyWeakPoint obj
+
+    objectsWhoseHitClassIsMyWeakPoint :: GameObject->[GameObject]
+    objectsWhoseHitClassIsMyWeakPoint me =
+      filter (\him -> not $ null $ (weakPoint me) `intersect` (hitClass him)) gameObjects
+
+    hitClass :: GameObject->[HitClass]
+    hitClass VicViper{} = [MetalionBody,ItemReceiver]
+    hitClass StandardMissile{} = [MetalionShot]
+    hitClass StandardRailgun{} = [MetalionShot]
+    hitClass StandardLaser{} = [MetalionShot]
+    hitClass Shield{} = [MetalionBody]
+    hitClass PowerUpCapsule{} = [PowerUp]
+
+    hitClass DiamondBomb{} = [BacterianShot]
+    hitClass TurnGear{} = [BacterianBody]
+    hitClass Flyer{} = [BacterianBody]
+    hitClass Ducker{} = [BacterianBody]
+    hitClass Jumper{} = [BacterianBody]
+    hitClass Grashia{} = [BacterianBody]
+    hitClass ScrambleHatch{} = [BacterianBody,LaserAbsorber]
+
+    hitClass LandScapeBlock{} = [LandScape]
+    hitClass _ = []
+
+    weakPoint :: GameObject->[HitClass]
+    weakPoint VicViper{} = [PowerUp,BacterianBody,BacterianShot,LandScape]
+    weakPoint StandardMissile{} = [BacterianBody,LandScape]
+    weakPoint Probe{} = [LandScape]
+    weakPoint StandardRailgun{} = [BacterianBody,LandScape]
+    weakPoint StandardLaser{} = [LaserAbsorber,LandScape]
+    weakPoint Shield{} = [BacterianBody,BacterianShot,LandScape]
+    weakPoint PowerUpCapsule{} = [ItemReceiver]
+
+    weakPoint DiamondBomb{} = [MetalionBody,LandScape]
+    weakPoint TurnGear{} = [MetalionBody,MetalionShot]
+    weakPoint Flyer{} = [MetalionBody,MetalionShot]
+    weakPoint Ducker{} = [MetalionBody,MetalionShot,LandScape]
+    weakPoint Jumper{} = [MetalionBody,MetalionShot,LandScape]
+    weakPoint Grashia{} = [MetalionBody,MetalionShot]
+    weakPoint ScrambleHatch{} = [MetalionBody,MetalionShot]
+
+    weakPoint _ = []
+
+    -- after matching hitClass-weakPoint, you must check the shape of the pair of object
+    -- to see if source really hits the target.
+    check :: GameObject->GameObject->GameObject
+    check source target = case (source, target) of
+      (LandScapeBlock{},StandardMissile{}) -> if(hit source target) then (affect source target2) else target2 where
+        target2 = target{probe = if(hit source p) then (affect source p) else p}
+        p = probe target
+      _                   -> if(hit source target) then (affect source target) else target
+
+    -- if a is really hitting b, a affects b (usually, decreases hitpoint of b).
+    -- note that landScapeSensitive objects have special hitDispLand other than hitDisp.
+    -- this allows some weapons to go through narrow land features, and yet
+    -- wipe out wider area of enemies.
+    hit :: GameObject->GameObject->Bool
+    hit a b = case (a,b) of
+      (LandScapeBlock{},c) -> if landScapeSensitive c then (position a +> hitDisp a) >?< (position c +> hitDispLand c)
+         else (position a +> hitDisp a) >?< (position b +> hitDisp b)
+      _ -> (position a +> hitDisp a) >?< (position b +> hitDisp b)
+
+    affect :: GameObject->GameObject->GameObject
+    affect VicViper{} obj = case obj of
+      pow@PowerUpCapsule{} -> pow{hp = hp pow-1}
+      x                    -> x
+    affect PowerUpCapsule{} obj = case obj of
+      viper@VicViper{} -> viper{powerUpPointer = (\x -> if x >=5 then 0 else x+1)$powerUpPointer viper}
+      _                -> error "Power capsule should not have been able to affect anything but the player craft."
+    affect StandardMissile{} obj = obj{hp = hp obj-(hatchHP`div`2 + 2)} -- 2 missiles can destroy a hatch
+    affect StandardRailgun{} obj = obj{hp = hp obj-(hatchHP`div`4 + 1)} -- 4 shots can also destroy a hatch
+    affect StandardLaser{} obj = obj{hp = hp obj-1}
+    affect Shield{} obj = obj{hp = hp obj-1}
+
+
+    affect DiamondBomb{} obj = obj{hp = hp obj-1}
+    affect TurnGear{} obj = obj{hp = hp obj-1}
+    affect Flyer{} obj = obj{hp = hp obj-1}
+    affect Ducker{} obj= obj{hp = hp obj-1}
+    affect Jumper{} obj= obj{hp = hp obj-1}
+    affect Grashia{} obj= obj{hp = hp obj-1}
+    affect ScrambleHatch{} obj= obj{hp = hp obj-1}
+
+    affect LandScapeBlock{} obj = case obj of
+--      miso@StandardMissile{velocity=v} -> miso{velocity = (1:+0)*abs v}
+      duck@Ducker{} -> duck{touchedLand=True}
+      that@Jumper{} -> that{touchedLand=True}
+      _ -> obj{hp = hp obj-1}
+
+    affect _ t = t
+
+  scroll :: GameObject->Maybe GameObject
+  -- make an object scroll.
+  -- if the object is to vanish out of the screen, it becomes Nothing.
+  scroll obj = let
+      (x:+y) = position obj
+      scrollBehavior :: GameObject->ScrollBehavior
+      scrollBehavior VicViper{} = Enclosed False
+      scrollBehavior Option {}  = NoRollOut False
+      -- We use the more verbose way of setting records here to guarantee
+      -- 'range' is needed so -Wall doesn't get fooled.
+      scrollBehavior StandardRailgun{} = RollOutAuto {doesScroll = True, range = shotSpeed}
+      scrollBehavior StandardLaser{} = RollOutAuto True laserSpeed
+      scrollBehavior PowerUpGauge{} = NoRollOut False
+      scrollBehavior PowerUpCapsule{} = RollOutAuto True 40
+      scrollBehavior Shield{} = NoRollOut False
+
+      scrollBehavior DiamondBomb{} = RollOutAuto False 10
+      scrollBehavior TurnGear{} = RollOutAuto False 20
+      scrollBehavior SquadManager{} = NoRollOut False
+      scrollBehavior ScrambleHatch{} = RollOutAuto True 60
+
+      scrollBehavior LandScapeBlock{} = RollOutAuto True 160
+
+      scrollBehavior Star{} = RollOutFold True
+
+      scrollBehavior DebugMessage{} = NoRollOut False
+      scrollBehavior ScoreFragment{} = NoRollOut False
+      scrollBehavior SabbathicAgent{} = NoRollOut False
+
+      scrollBehavior _          = RollOutAuto True 40
+
+      scrollSpeed = if hp vicViper <= 0 then 0 else if gameClock variables <=6400 then 1 else 2
+      rolledObj = if doesScroll $ scrollBehavior obj then obj{position=(x-scrollSpeed):+y} else obj
+    in case scrollBehavior obj of
+      Enclosed _ -> Just rolledObj{position = (max (-300) $ min 280 x):+(max (-230) $ min 230 y)}
+      NoRollOut _ -> Just rolledObj
+      RollOutAuto _ r -> if any (>r) [x-320,(-320)-x,y-240,(-240)-y] then Nothing
+                        else Just rolledObj
+      RollOutFold _ -> Just rolledObj{position = (if x< -320 then x+640 else x):+y} where
+        (_:+_) = position rolledObj
+
+  loadObjects :: [GameObject]
+  -- a list of objects that are to newly loaded at this frame.
+
+  loadObjects = if hp vicViper<=0 then [] else (case clock of
+      -- stage layout.
+      -- just like old BASIC code.
+      150 -> [freshTurnGearSquad{position=340:+(180)}]
+      300 -> [freshTurnGearSquad{position=340:+(-180)}]
+      400 -> [freshTurnGearSquad{position=340:+(180)}]
+      500 -> [freshTurnGearSquad{position=340:+(-180)}]
+      633 -> map (\y -> freshStalk{position = 340:+y,hasItem=False }) [-120,120] ++ [freshStalk{position = 340:+0,hasItem=isEasy}]
+      666 -> map (\y -> freshStalk{position = 340:+y,hasItem=isEasy}) [-130,130] ++ [freshStalk{position = 340:+0,hasItem=False}]
+      700 -> map (\y -> freshStalk{position = 340:+y,hasItem=False }) [-140,140] ++ [freshStalk{position = 340:+0,hasItem=True}]
+      733 -> map (\y -> freshStalk{position = 340:+y,hasItem=isEasy}) [-150,150] ++ [freshStalk{position = 340:+0,hasItem=False}]
+      900 -> [freshTurnGearSquad{position=340:+(-180)}]
+      1000 -> [freshTurnGearSquad{position=340:+(180)}]
+      1050 -> map (\y -> freshStalk{position = 340:+y}) [-135,0,135]
+      1250 -> map (\y -> freshFlyer{position = 340:+y}) [-150,-100]
+      1300 -> map (\y -> freshFlyer{position = 340:+y,hasItem=True}) [100,150]
+      1100 -> [freshTurnGearSquad{position=340:+(-180)},freshTurnGearSquad{position=340:+(180)}]
+      1400 -> [(freshGrashia (-1)){position = 340:+(-185)},(freshGrashia 1){position = 340:+(185)}]
+      1450 -> [(freshGrashia (-1)){position = 340:+(-185),hasItem=True},(freshGrashia 1){position = 340:+(185)}]
+      1550 -> [(freshScrambleHatch (-1)){position = 360:+(-200)},(freshScrambleHatch (1)){position = 360:+(200)}]
+      1700 -> [(freshVolcano (-1)){position=479:+(-200)}]
+      1900 -> map (\(g,x)-> (freshDucker g){position=x:+g*100}) $ [(1,340),(-1,340)] ++ if not isEasy then [(1,-340),(-1,-340)] else []
+      1940 -> [(freshLandRoll (1)){position = 340:+(185)}]
+      1965 -> [(freshLandRoll (1)){position = 340:+(185)}]
+      1990 -> [(freshLandRoll (1)){position = 340:+(185)}]
+      2000 -> [(freshGrashia (-1)){position = 340:+(-185)},(freshDucker (-1)){position=(-340):+(-185)}]
+      2033 -> [(freshGrashia (-1)){position = 340:+(-185)},(freshDucker 1){position=(-340):+(185)}]
+      2100 -> [(freshScrambleHatch (-1)){position = 360:+(-200)}]
+      2200 -> [(freshVolcano 1){position=479:+(200)}]
+      2250 -> map (\y -> freshStalk{position = 340:+y}) [-150,0,150]
+      2339 -> [(freshGrashia (1)){position = 340:+35},(freshGrashia (-1)){position = 340:+(-185)}]
+
+      2433 -> map (\y -> freshFlyer{position = 340:+y}) [-150,0]
+      2466 -> map (\y -> freshFlyer{position = 340:+y}) [-150,0]
+      2499 -> map (\y -> freshFlyer{position = 340:+y}) [-150,0]
+
+      2620 -> [(freshDucker 1){position=(-340):+(200)}]
+      2640 -> [(freshDucker 1){position=(-340):+(200),hasItem=True}]
+      2800 -> map (\(g,x)-> (freshJumper g){position=x:+g*100,velocity=((-3)*signum x):+0}) $ [(1,340),(-1,340)] ++ if not isEasy then [(1,-340),(-1,-340)] else []
+      2999 -> [(freshVolcano 2){position=479:+(20),velocity=(0:+(-0.5))},(freshVolcano (-2)){position=479:+(-20),velocity=(0:+(0.5))}]
+
+      3200 -> concat $ map (\x->[freshLandScapeGround{position=(479-x):+220},freshLandScapeGround{position=(479-x):+(-220)}]) [320,640]
+
+      3210 -> [freshFlyer{position = 340:+150},freshFlyer{position = 340:+100,hasItem=True}]
+      3290 -> [freshFlyer{position = 340:+(-150)},freshFlyer{position = 340:+(-100),hasItem=True}]
+      3350 -> map (\g -> (freshLandRoll (g)){position = 340:+(g*185)}) [1,-1] ++ if isRevival then [] else [(freshJumper (1)){position = (-340):+150,velocity=3:+0}]
+      3400 -> map (\g -> (freshLandRoll (g)){position = 340:+(g*185)}) [1,-1] ++ if isRevival then [] else [(freshJumper (-1)){position = (-340):+(-150),velocity=3:+0}]
+      3450 -> map (\g -> (freshLandRoll (g)){position = 340:+(g*185)}) [1,-1]
+      3500 -> [(freshVolcano (-1)){position=479:+(-200)}]
+      3579 -> [(freshGrashia (-1)){position = 340:+(-100)}]
+      3639 -> [(freshGrashia (-1)){position = 340:+(-40)}]
+      3699 -> [(freshGrashia (-1)){position = 340:+(-100)}]
+      3501 -> [(freshScrambleHatch (1)){position = 360:+(200)}]
+      3600 -> [(freshScrambleHatch (1)){position = 360:+(200)}]
+      3582 -> [(freshDucker (-1)){position=(340):+(-200)}]
+      3612 -> [(freshDucker (-1)){position=(340):+(-200)}]
+      3642 -> [(freshDucker (-1)){position=(340):+(-200)}]
+      3672 -> [(freshDucker (-1)){position=(340):+(-200)}]
+      3702 -> [(freshDucker (-1)){position=(340):+(-200),hasItem=True}]
+      3703 -> [(freshLandRoll (1)){position=(340):+(185),hasItem=True}]
+      3820 -> map (\y -> freshFlyer{position = 340:+y}) [-100,100]
+      3840 -> map (\y -> freshFlyer{position = 340:+y}) [-110,110]
+      3860 -> map (\y -> freshFlyer{position = 340:+y}) [-120,120]
+      3880 -> map (\y -> freshFlyer{position = 340:+y,hasItem = isEasy}) [-130,130]
+      3900 -> [freshTurnGearSquad{position=340:+0}]
+      4000 -> [(freshTable 1){position=450:+200}]
+      4033 -> [(freshGrashia (1)){position = 340:+(185)}]
+      4066 -> [(freshGrashia (1)){position = 340:+(185)}]
+      4060 -> [(freshGrashia (1)){position = 340:+(40)}]
+      4110 -> [(freshGrashia (1)){position = 340:+(40)}]
+      4160 -> [(freshGrashia (1)){position = 340:+(40)}]
+      4166 -> [(freshGrashia (1)){position = 340:+(185),hasItem=True}]
+      4200 -> [(freshGrashia (1)){position = 340:+(185),hasItem=True}]
+      4233 -> [(freshGrashia (1)){position = 340:+(185),hasItem=False}]
+      4266 -> [(freshGrashia (1)){position = 340:+(185),hasItem=False}]
+      4150 -> [freshLandScapeGround{position=479:+(-180)}]
+      4203 -> [(freshJumper (-1)){position = 340:+(-180)}]
+      4273 -> [(freshJumper (-1)){position = 340:+(-180)}]
+      4343 -> [(freshJumper (-1)){position = 340:+(-180)}]
+      4490 -> [(freshTable (-1)){position=450:+(-200)}]
+      4500 -> [(freshDucker (-1)){position=340:+0}]
+      4520 -> [(freshDucker (-1)){position=340:+0}]
+      4540 -> [(freshDucker (-1)){position=340:+0}]
+      4560 -> [(freshGrashia (-1)){position = 340:+(-185)}]
+      4580 -> [(freshScrambleHatch (-1)){position = 360:+(-50)}]
+      4603 -> if isRevival then [] else [(freshDucker 1){position = (-340):+0},(freshJumper (1)){position = (-340):+150,velocity=3:+0}]
+      4663 -> [(freshDucker 1){position = (-340):+0}]++if isEasy then [] else [(freshJumper (1)){position = (-340):+150,velocity=3:+0}]
+      4723 -> if isRevival then [] else [(freshDucker 1){position = (-340):+0},(freshJumper (1)){position = (-340):+150,velocity=3:+0}]
+      4783 -> [(freshDucker 1){position = (-340):+0}]++if isEasy then [] else [(freshJumper (1)){position = (-340):+150,velocity=3:+0}]
+      4680 -> [(freshScrambleHatch (-1)){position = 360:+(-200)}]
+      4900 -> map (\y -> freshFlyer{position = 340:+y}) [-100,100]
+      4930 -> map (\y -> freshFlyer{position = 340:+y}) [-66,66]
+      4960 -> map (\y -> freshFlyer{position = 340:+y}) [-33,33]
+      4990 -> map (\y -> freshFlyer{position = 340:+y,hasItem=True}) [0]
+      5041 -> [(freshDucker (-1)){position = 340:+(-180)}]
+      5061 -> [(freshDucker (-1)){position = 340:+(-180)}]
+      5081 -> [(freshDucker (-1)){position = 340:+(-180)}]
+      5101 -> if isRevival then [] else ([(freshDucker (-1)){position = 340:+(-180)}] ++ if isEasy then [] else [(freshDucker (1)){position = (-340):+(180)}])
+      5121 -> if isRevival then [] else ([(freshDucker (-1)){position = 340:+(-180)}] ++ if isEasy then [] else [(freshDucker (1)){position = (-340):+(180)}])
+      5141 -> if isRevival then [] else ([(freshDucker (-1)){position = 340:+(-180)}] ++ if isEasy then [] else [(freshDucker (1)){position = (-340):+(180)}])
+      5261 -> [freshTurnGearSquad{position=340:+(-150)}]
+      5364 -> [(freshScrambleHatch (-1)){position = 360:+(-200)}]
+      5151 -> [(freshDucker (-1)){position = (-340):+(0)}]
+      5181 -> [(freshDucker (-1)){position = (-340):+(0)}]
+      5211 -> [(freshDucker (-1)){position = (-340):+(0)}]
+      5241 -> [(freshDucker (-1)){position = (-340):+(0)}]
+      5321 -> [(freshDucker (-1)){position = 340:+150}] ++ if isEasy then [] else [(freshJumper (1)){position = (-340):+(180),velocity = 3:+0}]
+      5361 -> [(freshDucker (-1)){position = 340:+150}]
+      5401 -> [(freshDucker (-1)){position = 340:+150}]
+      5441 -> [(freshDucker (-1)){position = 340:+150}] ++ if isEasy then [] else map (\y -> freshStalk{position = 340:+y}) [-140,-70,0]
+      5461 -> [(freshDucker (-1)){position = 340:+150}]
+      5451 -> [(freshGrashia (-1)){position = 340:+160,hasItem=True}]
+
+      5060 -> [(freshVolcano (-1)){position = 480:+(-100)}]
+      5200 -> [(freshGrashia (-1)){position = 340:+70}] ++ [(freshDucker (-1)){position = 340:+70}]
+      5235 -> [(freshGrashia (-1)){position = 340:+40}] ++ [(freshDucker (-1)){position = 340:+40}]
+      5258 -> [(freshGrashia (-1)){position = 340:+10}] ++ [(freshDucker (-1)){position = 340:+10}]
+      5285 -> [(freshGrashia (-1)){position = 340:+(-20)}] ++ [(freshDucker (-1)){position = 340:+(-20)}]
+      5316 -> [(freshGrashia (-1)){position = 340:+(-50)}] ++ [(freshDucker (-1)){position = 340:+(-50)}]
+
+      5310 -> [(freshVolcano (1)){position = 480:+(150)}]
+      5450 -> [(freshGrashia (1)){position = 340:+(-20)}]
+      5485 -> [(freshGrashia (1)){position = 340:+10}]
+      5508 -> [(freshGrashia (1)){position = 340:+40}]
+      5535 -> [(freshGrashia (1)){position = 340:+70}]
+      5566 -> [(freshGrashia (1)){position = 340:+100}]
+
+      5811 -> [(freshDucker (-1)){position = (-340):+0}]
+      5841 -> [(freshDucker (-1)){position = (-340):+0}]
+      5871 -> [(freshDucker (-1)){position = (-340):+0}]
+      5901 -> [(freshDucker (-1)){position = (-340):+0}]
+      6001 -> if isEasy then [(freshDucker (-1)){position = (-340):+150}] else []
+      6031 -> if isEasy then [(freshDucker (-1)){position = (-340):+150}] else []
+      6061 -> if isEasy then [(freshDucker (-1)){position = (-340):+150}] else []
+      6091 -> if isEasy then [(freshDucker (-1)){position = (-340):+150}] else []
+
+      5800 -> [(freshScrambleHatch (-1)){position = 360:+(-200)},(freshScrambleHatch (1)){position = 360:+(200)}]
+      5950 -> [(freshScrambleHatch (-1)){position = 360:+(-200)},(freshScrambleHatch (1)){position = 360:+(200)}]
+      6100 -> [(freshScrambleHatch (-1)){position = 360:+(-200)},(freshScrambleHatch (1)){position = 360:+(200)}]
+      6116 -> [freshSabbathicAgent]
+
+      _ -> []) ++
+    (if(optionCount < powerUpLevels vicViper!4) then
+      [freshOption{position=position vicViper, optionTag = optionCount+1}]
+      else []) ++
+    (if (clock `mod` 320 == 0 && clock>=1280 && clock <= 6400) then
+      [freshLandScapeGround{position=479:+220},freshLandScapeGround{position=479:+(-220)}]
+      else [])
+
+    where
+      clock = gameClock variables
+      optionCount = length $ filter (\o->case o of
+        Option{}->True
+        _ ->False) gameObjects
+      isRevival = optionCount <= 0
+  isEasy = gameLevel <= 1
+
+  vicViper = fromJust $ find (\obj -> case obj of
+                            VicViper{} -> True
+                            _          -> False) objects
+
+-- things needed both for progress and rendering
+powerUpLimits :: [Int]
+powerUpLimits = [5,1,1,1,4,1]
+weaponTypes :: GameObject->[WeaponType]
+weaponTypes viper@VicViper{} =
+  [if powerUpLevels viper!gaugeOfDouble>0 then DoubleShot else
+   if powerUpLevels viper!gaugeOfLaser>0 then Laser else
+   NormalShot] ++
+   if powerUpLevels viper!gaugeOfMissile>0 then [Missile] else []
+
+weaponTypes _ = []
+
+-------------------------
+--
+--  drawing
+--
+-------------------------
+renderMonadius :: Monadius -> IO ()
+renderMonadius (Monadius (variables,objects)) = do
+  putDebugStrLn $ show $ length objects
+  mapM_ renderGameObject objects
+  preservingMatrix $ do
+    translate (Vector3 (-300) (220) (0 :: Double))
+    renderWithShade (Color3 1 1 (1 :: Double)) (Color3 0 0 (1 :: Double)) $ do
+      scale (0.2 :: Double) 0.2 0.2
+      renderString MonoRoman scoreStr
+  preservingMatrix $ do
+    translate (Vector3 (0) (220) (0 :: Double))
+    renderWithShade (Color3 1 1 (1 :: Double)) (Color3 0 0 (1 :: Double)) $ do
+      scale (0.2 :: Double) 0.2 0.2
+      renderString MonoRoman scoreStr2
+  where
+  scoreStr = "1P "  ++ ((padding '0' 8).show.totalScore) variables
+  scoreStr2 = if isNothing $ playTitle variables then "HI "++((padding '0' 8).show.hiScore) variables else (fromJust $ playTitle variables)
+
+  gameclock = gameClock variables
+
+  -- returns an IO monad that can render the object.
+  renderGameObject :: GameObject->IO ()
+  renderGameObject gauge@PowerUpGauge{} = preservingMatrix $ do
+    let x:+y = position gauge
+    translate (Vector3 x y 0)
+    color (Color3 (1.0 :: Double) 1.0 1.0)
+    mapM_ (\(i,j) -> (if(i==activeGauge)then renderActive else renderNormal) j (isLimit i) i) $
+      zip [0..5] [0,90..450] where
+      w=80
+      h=20
+      renderNormal x l i = preservingMatrix $ do
+        color (Color3 0.7 0.8 (0.8 :: Double))
+        preservingMatrix $ do
+          translate (Vector3 x 0 (0 :: Double))
+          renderPrimitive LineLoop $ ugoVertices2D 0 1 [(0,0),(w,0),(w,h),(0,h)]
+          if l then renderPrimitive Lines $ ugoVertices2D 0 1 [(0,0),(w,h),(w,0),(0,h)] else return()
+        preservingMatrix $ do
+          ugoTranslate x 0 0 3
+          translate (Vector3 (w/2) 0 (0 :: Double))
+          rotate (3 * sin(intToDouble gameclock/10)) (Vector3 0 0 (1 :: Double))
+          translate (Vector3 (-w/2) 0 (0 :: Double))
+          renderPowerUpName i
+
+      renderActive x l i = preservingMatrix $ do
+        color (Color3 1 1 (0 :: Double))
+        preservingMatrix $ do
+          translate (Vector3 x 0 0)
+          renderPrimitive LineLoop $ ugoVertices2DFreq 0 5 2 [(0,0),(w,0),(w,h),(0,h)]
+          if l then renderPrimitive Lines $ ugoVertices2DFreq 0 5 2 [(0,0),(w,h),(w,0),(0,h)] else return()
+        preservingMatrix $ do
+          ugoTranslateFreq x 0 0 5 2
+          translate (Vector3 (w/2) 0 (0 :: Double))
+          rotate (10 * sin(intToDouble gameclock/5)) (Vector3 0 0 (1 :: Double))
+          scale 1.2 1.2 (0 :: Double)
+          translate (Vector3 (-w/2) 0 (0 :: Double))
+          renderPowerUpName i
+      activeGauge = powerUpPointer vicViper
+      isLimit i = powerUpLevels vicViper!i>=powerUpLimits!!i
+      renderPowerUpName i = do
+        translate (Vector3 6 3.5 (0 :: Double))
+        scale (0.15 :: Double) 0.13 0.15
+        renderString Roman $ ["SPEED","MISSILE","DOUBLE","LASER","OPTION","  ?"]!!i
+
+  renderGameObject vic@VicViper{position = x:+y} = if hp vic<=0 then preservingMatrix $ do
+      translate (Vector3 x y 0)
+      scale pishaMagnitudeX pishaMagnitudeY 0
+      renderWithShade (Color3 (1.0 :: Double) 0 0) (Color3 (1.0 :: Double) 0.6 0.4) $ do
+        renderPrimitive LineLoop $ ugoVertices2DFreq 0 1 1
+          [(0,12),(8,8),(10,4),(20,0),(10,-4),(8,-8),(0,-12),(-8,-8),(-10,-4),(-20,0),(-10,4),(-8,8)]
+    else preservingMatrix $ do
+      translate (Vector3 x y 0)
+      renderWithShade (Color3 (1.0 :: Double) 1.0 1.0) (Color3 (0.4 :: Double) 0.4 0.6) $ do
+        renderPrimitive LineStrip $ ugoVertices2D 0 2
+          [((-14),(-1)),((-12),5),((-20),13),(-14,13),(2,5),(8,1),(32,1),(32,(-1)),(24,(-3)),(16,(-3))]
+        renderPrimitive LineStrip $ ugoVertices2D 0 2
+          [((-10),(-1)),(14,(-1)),(18,(-5)),(4,(-9)),((-2),(-9))]
+        renderPrimitive LineLoop $ ugoVertices2D 0 2
+          [((-18),3),((-16),3),((-16),(-3)),((-18),(-3))]
+      renderWithShade (Color3 (0.92 :: Double) 0.79 0.62) (Color3 (0.75 :: Double) 0.38 0.19) $ do
+        renderPrimitive LineStrip $ ugoVertices2D 0 2
+          [(4,3),(6,5),(14,5),(22,1)] --cockpit
+      renderWithShade (Color3 (0.6 :: Double) 0.8 1.0) (Color3 0.19 0.38 (0.75 :: Double)) $ do
+        renderPrimitive LineLoop $ ugoVertices2D 0 2
+          [((-14),(-1)),((-10),(-1)),((-2),(-9)),((-4),(-9)),((-10),(-7)),((-14),(-3))] -- identification blue coting
+      renderWithShade (Color3 (0 :: Double) 0 0.8) (Color3 (0.0 :: Double) 0.0 0.4) $ do
+        renderPrimitive LineLoop $ ugoVertices2D 0 4
+          [((-36),1),((-28),5),((-24),5),((-20),1),((-20),(-1)),((-24),(-5)),((-28),(-5)),((-36),(-1))] -- backfire
+    where
+      pishaMagnitudeX :: Double
+      pishaMagnitudeY :: Double
+      pishaMagnitudeX = max 0 $ (8*) $ (\z->z*(1-z)) $ (/20) $ intToDouble $ ageAfterDeath vic
+      pishaMagnitudeY = max 0 $ (5*) $ (\z->z*(1-z)) $ (/15) $ intToDouble $ ageAfterDeath vic
+
+  renderGameObject Option{position = x:+y} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    renderWithShade (Color3 (0.8 :: Double) 0 0) (Color3 (0.4 :: Double) 0 0) $
+      renderPrimitive LineLoop $ ugoVertices2D 0 2
+        [(5,9),(9,7),(13,3),(13,(-3)),(9,(-7)),(5,(-9)),
+         ((-5),(-9)),((-9),(-7)),((-13),(-3)),((-13),3),((-9),7),((-5),9)]
+    renderWithShade (Color3 (1.0 :: Double) 0.45 0) (Color3 (0.4 :: Double) 0.2 0) $
+      renderPrimitive LineStrip $ ugoVertices2D 0 1
+        [((-12.0),(3.4)),(0.8,8.7),((-8.1),(-0.9)),(4.0,5.8),(4.3,5.6),
+          ((-4.4),(-6.8)),((-4.1),(-6.9)),(8.3,0.8),(9.0,0.6),(2.0,(-7.2))]
+
+  renderGameObject StandardMissile{position=x:+y,velocity=v} = preservingMatrix $ do
+    let dir = (phase v) :: Double
+    translate (Vector3 x y 0)
+    rotate (dir / pi * 180) (Vector3 0 0 (1 :: Double))
+    color (Color3 (1.0 :: Double) 0.9 0.5)
+    renderPrimitive LineLoop $ ugoVertices2D 0 1 [(0,0),(-7,2),(-7,-2)]
+    renderPrimitive LineStrip $ ugoVertexFreq (-11) 0 0 1 1 >> ugoVertexFreq (-17) 0 0 7 1
+
+  renderGameObject StandardRailgun{position=x:+y,velocity=v} =
+    preservingMatrix $ do
+      let (_,phse)=polar v
+      translate (Vector3 x y 0)
+      rotate (phse / pi * 180) (Vector3 0 0 (1 :: Double))
+      color (Color3 (1.0 :: Double) 0.9 0.5)
+      renderPrimitive Lines $ ugoVertices2D 0 1 [(0,0),((-5),0),((-9),0),((-11),0)]
+
+  renderGameObject laser@StandardLaser{position=x:+y,velocity=v} =
+    if age laser < 1 then return ()
+    else preservingMatrix $ do
+      let (_,phs)=polar v
+      translate (Vector3 x y 0)
+      rotate (phs / pi * 180) (Vector3 0 0 (1 :: Double))
+      color (Color3 (0.7 :: Double) 0.9 1.0)
+      renderPrimitive Lines $ ugoVertices2D 0 0 [(12,0),(-laserSpeed,0)]
+
+  renderGameObject Shield{position=x:+y, size = r,angle = theta} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    rotate theta (Vector3 0 0 (1 :: Double))
+    renderWithShade (Color3 (0.375 :: Double) 0.75 0.9375) (Color3 (0.86 :: Double) 0.86 0.86) $ do
+      scale r r 0
+      renderTriangle
+      rotate 60 (Vector3 0 0 (1 :: Double))
+      renderTriangle where
+        renderTriangle = do
+          renderPrimitive LineLoop $ ugoVertices2DFreq 0 0.1 1 $ map (\t->(cos t,sin t)) [0,pi*2/3,pi*4/3]
+
+  renderGameObject powerUpCapsule@PowerUpCapsule{} = preservingMatrix $ do
+    let x:+y = position powerUpCapsule
+    translate (Vector3 x y 0)
+    renderWithShade (Color3 (0.9 :: Double) 0.9 0.9) (Color3 (0.4 :: Double) 0.4 0.4) $ do
+      futa >> neji >> toge
+      rotate (180) (Vector3 1 0 (0 :: Double)) >> toge
+      rotate (180) (Vector3 0 1 (0 :: Double)) >> futa >> neji >> toge
+      rotate (180) (Vector3 1 0 (0 :: Double)) >> toge
+    renderWithShade (Color3 (1.0 :: Double) 0.0 0.0) (Color3 (0.3 :: Double) 0.3 0.0) $ do
+      nakami
+      where
+        futa = renderPrimitive LineStrip $ ugoVertices2D 0 1 [((-10),6),((-6),10),(6,10),(10,6)]
+        neji = (renderPrimitive LineStrip $ ugoVertices2D 0 1 [(12,4),(12,(-4))]) >>
+               (renderPrimitive LineStrip $ ugoVertices2D 0 1 [(16,2),(16,(-2))])
+        toge = renderPrimitive LineStrip $ ugoVertices2D 0 1 [(10,8),(16,14)]
+        nakami = rotate 145 (Vector3 0.2 0.2 (1 :: Double)) >> scale 9 6 (1 :: Double) >>
+          (renderPrimitive LineStrip $ ugoVertices2D 0 0.2 $ map (\n-> (cos$n*pi/8,sin$n*pi/8)) [1,15,3,13,5,11,7,9])
+
+  renderGameObject DiamondBomb{position = (x:+y),age=clock} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    rotate (90*intToDouble(clock`mod`4)) (Vector3 0 0 (1 :: Double))
+    color (Color3 (1 :: Double) 1 1)
+    renderPrimitive LineLoop $ vertices2D 0 $ [a,b,c]
+    color (Color3 (0.5 :: Double) 0.5 0.5)
+    renderPrimitive Lines $ vertices2D 0 $ [a,d,a,e]
+    renderPrimitive LineStrip $ vertices2D 0 $ [c,d,e,b]
+    where
+      [a,b,c,d,e] = [(0,0),(r,0),(0,r),(-r,0),(0,-r)]
+      r = diamondBombSize
+      --    c
+      --   /|\
+      --  d-a-b
+      --   \|/
+      --    e
+  renderGameObject TurnGear{position=x:+y,age=clock} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    color (Color3 1.0 0.7 1.0 :: Color3 Double)
+    rotate (5 * intToDouble clock) (Vector3 0 0 1 :: Vector3 Double)
+    renderWing
+    rotate 120 (Vector3 0 0 1 :: Vector3 Double)
+    renderWing
+    rotate 120 (Vector3 0 0 1 :: Vector3 Double)
+    renderWing
+    where
+      renderWing = renderPrimitive LineLoop $ ugoVertices2D 0 2 $ map ((\(t:+u)->(t,u)) . (\(r,t)->mkPolar r (pi*t)) )
+        [(3,0), (3,2/3), (smallBacterianSize,1/3), (smallBacterianSize,0), (smallBacterianSize+3,-1/3)]
+
+  renderGameObject Flyer{position=x:+y,age=_,velocity = v,hasItem=item}  = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    color (if item then (Color3 1.0 0.2 0.2 :: Color3 Double) else (Color3 0.3 1.0 0.7 :: Color3 Double))
+    rotate (phase v / pi * 180) (Vector3 0 0 (1 :: Double))
+    renderPrimitive LineLoop $ ugoVertices2D 0 2 $ [(-2,0),(-6,4),(-10,0),(-6,-4)]
+    renderPrimitive LineLoop $ ugoVertices2D 0 2 $ [(2,4),(16,4),(4,16),(-10,16)]
+    renderPrimitive LineLoop $ ugoVertices2D 0 2 $ [(2,-4),(16,-4),(4,-16),(-10,-16)]
+
+  renderGameObject Ducker{position = (x:+y),hitDisp=hd,hasItem=item,velocity = v,gVelocity = g,age = a} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    if signum (imagPart g) > 0 then scale 1 (-1) (1 :: Double) else return ()
+    if signum (realPart v) < 0 then scale (-1) 1 (1 :: Double) else return ()
+    --after this, ducker is on the lower ground, looking right
+    color (if item then (Color3 1.0 0.2 0.2 :: Color3 Double) else (Color3 0.3 1.0 0.7 :: Color3 Double))
+    renderShape (0:+0) hd
+    renderPrimitive LineStrip $ vertices2D 0 [(0,0),(kx,ky),(fx,fy)]
+    where
+      fx:+fy=foot $ intToDouble a/2
+      kx:+ky=knee $ intToDouble a/2
+      foot theta = (16*cos(-theta)):+(-16+8*sin(-theta))
+      knee theta = foot theta * (0.5 :+ (- sqrt(square(legLen/magnitude(foot theta)) - 0.25)))
+      legLen = 16
+
+  renderGameObject Jumper{position = (x:+y),hitDisp=hd,hasItem=item,gravity = g,velocity=v} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    color (if item then (Color3 1.0 0.2 0.2 :: Color3 Double) else (Color3 0.3 1.0 0.7 :: Color3 Double))
+    renderShape (0:+0) hd
+    if gsign >0 then rotate 180 (Vector3 (1 :: Double) 0 0) else return() -- after this you can assume that the object is not upside down
+    renderPrimitive LineStrip $ ugoVertices2D 0 2 $ [(15,-5),(25,-5+absvy*leg),(25,-25+absvy*leg)]
+    renderPrimitive LineStrip $ ugoVertices2D 0 2 $ [(-15,-5),(-25,-5+absvy*leg),(-25,-25+absvy*leg)]
+    where
+      gsign = signum $ imagPart g
+      absvy = imagPart v * gsign -- if falling (+) ascending (-)
+      leg = 1.5
+
+  renderGameObject Grashia{position = (x:+y),hitDisp=hd,hasItem=item,gunVector = nv,gravity = g,mode=m} = preservingMatrix $ do
+    color (if item then (Color3 1.0 0.2 0.2 :: Color3 Double) else (Color3 0.3 1.0 0.7 :: Color3 Double))
+    translate (Vector3 x y 0)
+    renderShape (0:+0) hd
+    renderPrimitive LineLoop $ ugoVertices2D 0 2 $ map (\r->(nvx*r,nvy*r)) [16,32]
+    if m == 1 then do
+      renderShape 0 $ Circular (16:+12*gsign) 4
+      renderShape 0 $ Circular ((-16):+12*gsign) 4
+     else return ()
+    where
+      nvx:+nvy = nv
+      gsign = signum $ imagPart g
+
+  renderGameObject me@ScrambleHatch{position = (x:+y),hitDisp=_,gravity= g,gateAngle = angl} = preservingMatrix $ do
+    translate (Vector3 x y 0)
+    color (Color3 (1.2*(1-hpRate)) 0.5 (1.6*hpRate)  :: Color3 Double)
+    if gsign >0 then rotate 180 (Vector3 (1 :: Double) 0 0) else return() -- after this you can assume that the object is not upside down
+    renderPrimitive LineLoop $ ugoVertices2DFreq 0 (angl*2) 1 $ [(-45,1),(-45,hatchHeight),(45,hatchHeight),(45,1)]
+    preservingMatrix $ do
+      translate (Vector3 45 hatchHeight (0 :: Double))
+      rotate (-angl/pi*180) (Vector3 0 0 (1 :: Double))
+      renderPrimitive LineLoop $ ugoVertices2DFreq 0 (angl*1) 2 $ [(0,0),(-45,0),(-45,10)]
+    preservingMatrix $ do
+      translate (Vector3 (-45) hatchHeight (0 :: Double))
+      rotate (angl/pi*180) (Vector3 0 0 (1 :: Double))
+      renderPrimitive LineLoop $ ugoVertices2DFreq 0 (angl*1) 2 $ [(0,0),(45,0),(45,10)]
+    where
+      gsign = signum $ imagPart g
+      hpRate = (intToDouble $ hp me)/(intToDouble hatchHP)
+
+  renderGameObject LandScapeBlock{position=pos,hitDisp=hd} = preservingMatrix $ do
+    color (Color3 0.6 0.2 0 :: Color3 Double)
+    renderShape pos hd
+    if treasure!!(baseGameLevel variables) then do
+      color (Color3 0.7 0.23 0 :: Color3 Double)
+      translate (Vector3 0 0 (60 :: Double))
+      renderShape pos hd
+      color (Color3 0.5 0.17 0 :: Color3 Double)
+      translate (Vector3 0 0 (-120 :: Double))
+      renderShape pos hd
+     else return()
+
+  renderGameObject me@Particle{position = x:+y,particleColor=Color3 mr mg mb} = preservingMatrix $ do
+    if age me>=0 then do
+      translate (Vector3 x y 0)
+      color (Color3 r g b)
+      renderShape (0:+0) $ Circular (0:+0) (size me*extent)
+      else return ()
+    where
+      extent = 0.5 +  intCut (intToDouble(age me) / decayTime me)
+      decay =  exp $  intCut $ -intToDouble (age me) / decayTime me
+      whiteout = exp $ intCut $  -2*intToDouble (age me) / decayTime me
+      r = mr * decay + whiteout
+      g = mg * decay + whiteout
+      b = mb * decay + whiteout
+      intCut :: Double->Double
+      intCut = intToDouble.round
+
+  renderGameObject Star{position = x:+y,particleColor=c} = preservingMatrix $ do
+    color c
+    renderPrimitive LineStrip $ ugoVertices2D 0 2 [(0.1+x,0+y),(-0.1+x,0+y)]
+
+
+  renderGameObject DebugMessage{debugMessage=str} =
+    putDebugStrLn str
+
+  renderGameObject _ = return ()
+  vicViper = fromJust $ find (\obj -> case obj of
+                            VicViper{} -> True
+                            _          -> False) objects
+
+  renderShape :: Complex Double->Shape->IO ()
+  renderShape (x:+y) s = case s of
+    Rectangular{bottomLeft = (l:+b), topRight = (r:+t)} ->
+      renderPrimitive LineLoop $ vertices2D 0 [(x+l,y+b),(x+l,y+t),(x+r,y+t),(x+r,y+b)]
+    Circular{center=cx:+cy, radius = r} -> preservingMatrix $ do
+      translate (Vector3 (cx+x) (cy+y) 0)
+      rotate (intToDouble gameclock*(45+pi)) (Vector3 0 0 (1 :: Double))
+      scale r r 1
+      renderPrimitive LineLoop $ vertices2D 0 $ map (\t -> (cos(2/7*t*pi),sin(2/7*t*pi))) [0..6]
+    Shapes{children=cs} -> mapM_ (renderShape (x:+y)) cs
+
+
+  renderWithShade :: ColorComponent a=>Color3 a->Color3 a->IO ()->IO ()
+  renderWithShade colorA colorB rndrr = do
+    color colorB
+    preservingMatrix $ do
+      translate $ Vector3 1 (-1) (-1 :: Double)
+      rndrr
+    color colorA
+    preservingMatrix rndrr
+
+--   ugoVertex :: Double->Double->Double->Double->IO ()
+--   ugoVertex x y z r = ugoVertexFreq x y z r standardUgoInterval
+
+  ugoVertexFreq :: Double->Double->Double->Double->Int->IO ()
+  -- renders a vertex at somewhere near (x y z),
+  -- but the point wiggles around in ugoRange when each interval comes.
+  ugoVertexFreq x y z ugoRange intrvl = vertex $ Vertex3 (x+dr*cos theta) (y+dr*sin theta) z where
+    flipper :: Double
+    flipper = fromIntegral $ (gameclock `div` intrvl) `mod` 1024
+    dr = ugoRange * vibrator(phi)
+    theta = (x + sqrt(2)*y + sqrt(3)*z + 573) * 400 * flipper
+    phi   = (x + sqrt(3)*y + sqrt(7)*z + 106) * 150 * flipper
+    vibrator a = 0.5 * (1 + sin a)
+
+  ugoTranslate x y z ugoRange = ugoTranslateFreq x y z ugoRange standardUgoInterval
+  ugoTranslateFreq x y z ugoRange intvl = translate (Vector3 (x+dr*cos theta) (y+dr*sin theta) z) where
+    flipper :: Double
+    flipper = fromIntegral $ (gameclock `div` intvl) `mod` 1024
+    dr = ugoRange * vibrator(phi)
+    theta = (x + sqrt(2)*y + sqrt(3)*z + 573) * 400 * flipper
+    phi   = (x + sqrt(3)*y + sqrt(7)*z + 106) * 150 * flipper
+    vibrator a = 0.5 * (1 + sin a)
+
+  ugoVertices2D z r xys = ugoVertices2DFreq z r standardUgoInterval xys
+  ugoVertices2DFreq z r intrvl xys = mapM_ (\(x,y)->ugoVertexFreq x y z r intrvl) xys
+
+  vertices2D :: Double -> [(Double,Double)] -> IO ()
+  vertices2D z xys = mapM_ (\(x,y)->vertex $ Vertex3 x y z) xys
+
+standardUgoInterval :: Int
+standardUgoInterval = 7
+
+isMonadiusOver :: Monadius -> Bool
+isMonadiusOver (Monadius (vars,_)) = flagGameover vars
+ Monadius/Recorder.hs view
@@ -0,0 +1,80 @@+-- | a replay recording system.
+module Recorder (Recorder(..),initialRecorder,RecorderMode(..),
+                 encode2,decode
+                ) where
+
+import Graphics.UI.GLUT hiding (position)
+import Monadius
+import Game
+import Util
+
+data Recorder = Recorder{
+      keybuf :: [[Key]],
+      preEncodedKeyBuf :: [Int],
+      mode :: RecorderMode,
+      gameBody :: Monadius,
+      age :: Int,
+      isQuitRequested :: Bool}
+
+data RecorderMode = Play | Playback | Record
+                    deriving (Eq,Show)
+
+instance Game Recorder where
+  update = updateRecorder
+  render = renderRecorder
+  isGameover = recorderIsGameover
+
+encode2 :: [Int] -> String
+encode2 = show . reverse
+
+encodeKeySet :: [Key] -> Int
+encodeKeySet keys = sum $ map (\i->if (importantKeys!!i) `elem` keys then 2^i else 0) [0..(length importantKeys-1)]
+
+decode :: String -> [[Key]]
+decode str = map decodeKeySet (read str :: [Int])
+
+decodeKeySet :: Int -> [Key]
+decodeKeySet num = extract num importantKeys where
+  extract 0 _     = []
+  extract _ []    = []
+  extract i (c:cs) = (if i `mod` 2 == 1 then [c] else []) ++ extract (i `div` 2) cs
+
+importantKeys :: [Key]
+importantKeys = [shotButton,missileButton,powerUpButton,upButton,downButton,leftButton,rightButton,selfDestructButton]
+
+initialRecorder :: RecorderMode -> [[Key]] -> Monadius -> Recorder
+initialRecorder initialMode keyss initialGame = Recorder{
+  keybuf = if initialMode == Playback then keyss ++ repeat [] else [],
+  preEncodedKeyBuf = [],
+  mode = initialMode,
+  gameBody = initialGame,
+  age=0,
+  isQuitRequested = False }
+
+updateRecorder::[Key]->Recorder->Recorder
+updateRecorder keys me = me{
+  --keybuf = (if mode me == Record then (++ [keys]) else id) $ keybuf me,
+  preEncodedKeyBuf = (if mode me == Record then (encodeKeySet keys:) else id) $ preEncodedKeyBuf me,
+  gameBody = (if mode me /= Playback then update keys else update (keybuf me!!age me)) $ gameBody me,
+  age = age me + 1,
+  isQuitRequested = (mode me == Playback && (selfDestructButton `elem` keys || Char ' ' `elem` keys)) || isQuitRequested me
+}
+
+renderRecorder :: Recorder -> IO ()
+renderRecorder me = do
+  (putDebugStrLn.show.mode) me
+  if age me==0 || mode me /= Record then return () else preservingMatrix $ do
+    translate (Vector3 300 (-230) (0::Double))
+    scale 0.1 0.1 (0.1 :: Double)
+    color (Color3 0.4  0.4 (0.4 :: Double))
+    renderString Roman $ show $ (head.preEncodedKeyBuf) me
+
+  render $ gameBody me
+
+recorderIsGameover :: Recorder -> Bool
+recorderIsGameover me = (isGameover . gameBody) me || isQuitRequested me
+
+
+
+
+
+ Monadius/Util.hs view
@@ -0,0 +1,95 @@+-- | Various numeric utility functions, particularly dealing with Complex
+-- numbers and shapes.
+module Util (
+                      ComplexShape(..),
+                      Shape(..),
+                      angleAccuracy,
+                      filterJust,
+                      infinite,
+                      innerProduct,
+                      intToDouble,
+                      isDebugMode,
+                      modifyArray,
+                      padding,
+                      putDebugStrLn,
+                      regulate,
+                      square,
+                      unitVector
+                     ) where
+
+import Data.Maybe (fromJust, isJust)
+import Data.Complex
+import Data.Array ( (!), (//), Array(), Ix() )
+
+-- | Switch this to True to get debug outputs. Be careful: you get a crash under
+-- Microsoft Windows, because the console is not available.
+isDebugMode :: Bool
+isDebugMode = False
+
+putDebugStrLn :: String -> IO ()
+putDebugStrLn str = if isDebugMode then putStrLn str else return ()
+
+filterJust :: [Maybe a] -> [a]
+filterJust = map fromJust.filter isJust
+
+-- | Modify array 'a' at index 'i' by function 'f'
+modifyArray :: Ix i => i -> (e -> e) -> Array i e -> Array i e
+modifyArray i f a = a // [(i,f $ a!i)]
+
+class ComplexShape s where
+  -- | Collision check
+  (>?<) :: s -> s -> Bool
+  -- | Translation by a vector
+  (+>) :: (Complex Double) -> s -> s
+
+instance ComplexShape Shape where
+  a >?< b = case (a,b) of
+    (Circular{},Circular{}) -> magnitude (center a - center b) < radius a + radius b
+    (Circular{},Rectangular{}) -> b >?< a
+    (Rectangular{},Circular{}) -> a >?< Rectangular{bottomLeft = center b - vr,topRight = center b + vr} where
+      vr = radius b :+ radius b
+    (Rectangular{bottomLeft=aL:+aB,topRight=aR:+aT},Rectangular{bottomLeft=bL:+bB,topRight=bR:+bT}) ->
+      and [aL < bR, aB < bT, aR > bL, aT > bB]
+    (Shapes{children = ss}, c) -> or $ map (>?< c)  ss
+    (d, Shapes{children = ss}) -> or $ map (d >?<)  ss
+  v +> a = case a of
+    Circular{}    -> a{center = center a + v}
+    Rectangular{} -> a{bottomLeft = bottomLeft a + v, topRight = topRight a + v}
+    Shapes{}      -> a{children = map (v +>) $ children a}
+
+data Shape = Circular {center :: Complex Double, radius :: Double} |
+             Rectangular {bottomLeft :: Complex Double, topRight :: Complex Double} |
+             Shapes {children :: [Shape]}
+
+-- | Put a Rectangle coordinates into normal order so that collision will go properly.
+regulate :: Shape -> Shape
+regulate Rectangular{bottomLeft=(x1:+y1),topRight=(x2:+y2) }= Rectangular (min x1 x2:+min y1 y2) (max x1 x2:+max y1 y2)
+regulate ss@Shapes{} = ss{children = map regulate $ children ss}
+regulate x = x
+
+intToDouble :: Int -> Double
+intToDouble = fromIntegral
+
+unitVector :: Complex Double -> Complex Double
+unitVector z
+    | magnitude z <= 0.00000001 = 1:+0
+    | otherwise                 = z / abs z
+
+angleAccuracy :: Int -> Complex Double -> Complex Double
+angleAccuracy division z = mkPolar r theta
+    where
+      (r,t)=polar z
+      theta = (intToDouble $ round (t / (2*pi) * d))/d*2*pi
+      d = intToDouble division
+
+innerProduct :: Complex Double -> Complex Double -> Double
+innerProduct a b = realPart $ a * (conjugate b)
+
+padding :: Char -> Int -> String -> String
+padding pad minLen str = replicate (minLen - length str) pad ++ str
+
+infinite :: Int
+infinite = 9999999
+
+square :: (Num a) => a -> a
+square a = a * a
− monadius.ico

binary file changed (3262 → absent bytes)

− monadius.rc
@@ -1,2 +0,0 @@-IDI_MAIN ICON "monadius.ico"
-
+ readme-e.txt view
@@ -0,0 +1,89 @@+      Monadius for Windows with OpenGL
+
+            presented by Hideyuki Tanaka & Takayuki Muranushi
+
+  ... is a functional power-up horizontal scrolling shooter,
+  dedicated to:
+  the 20th anniversary of Gradius series,
+  those who love games, and
+  those who love game programming.
+
+** how to install
+   Download and unpack.
+   Build and install through Cabal as for other Haskell packages:
+
+        runhaskell Setup configure --user --prefix=$HOME
+        runhaskell Setup build
+        runhaskell Setup install --user
+
+  (You may want to remove the --user flag when installing as root.)
+
+  To play Monadius, you need OpenGL and the Haskell OpenGL bindings
+  installed into your computer.
+
+** controls
+  move arrow keys
+  shoot z
+  missile x
+  power up c
+  start space
+  bail out g
+  quit q,escape
+
+** how to play
+  operate your ship, shoot and destroy them all.
+  avoid bullets, enemies, walls, the landscape - or you'll be crushed.
+
+** power up
+  some enemies are carrying power up capsules.
+  collect them and press power up button to improve your ship.
+
+  SPEED
+    improve speed.
+
+  MISSILE
+    effective against ground enemies.
+
+  DOUBLE
+    split your shots into two ways; this halves the strength of each 'shot',     remember!
+
+  LASER
+    Equip a penetrating laser.
+
+  OPTION
+    launch a support device that lazy-evaluates your ship's position.
+
+  SHIELD
+    create two shields that protects your ship. These shields will destroy anything that they contact (like enemy vessels or missiles), but they will be worn away, and they are completely destroyed by power ups!
+
+** command-line options
+   -r
+    disable replay generation.
+    without this, replays are saved automatically.
+
+  -f
+    attempt full screen mode.
+
+  <filename>
+    to playback a replay data, just pass its filename
+    to the Monadius executable
+
+** special thanks
+  Monadius is written in Haskell, compiled by Glasgow Haskell Compiler 6.4 .
+    The Haskell Home Page
+    <http://www.haskell.org/>
+    The Glasgow Haskell Compiler
+    <http://www.haskell.org/ghc/>
+
+  Utilizes OpenGL for rendering.
+    <http://www.opengl.org/>
+
+  Inspired by ugo-tool,
+    <http://mclover.net/Program/Ugo.htm>
+    @gradius2.com,
+    <http://gradius2.com/>
+  and the entire Gradius series.
+
+** More information about us
+  a scientist's toy box.
+    <http://www.geocities.jp/takascience/index_e.html>
+ readme-j.txt view
@@ -0,0 +1,140 @@+      Monadius for Windows with OpenGL
+
+            presented by Hideyuki Tanaka & Takayuki Muranushi
+
+  ‚Q‚OŽü”N‚ðŒ}‚¦‚½ƒOƒ‰ƒfƒBƒEƒX‚ɁB
+  ƒQ[ƒ€‚ªD‚«‚Ȑl‚½‚¿A
+  ƒvƒƒOƒ‰ƒ~ƒ“ƒO‚ªD‚«‚Ȑl‚½‚¿‚ɁB
+  ŠÖ”Œ^ƒpƒ[ƒAƒbƒv‰¡ƒXƒNƒ[ƒ‹ƒVƒ…[ƒeƒBƒ“ƒOB
+
+› ƒCƒ“ƒXƒg[ƒ‹•û–@
+
+  monadius.zip‚ð”CˆÓ‚̃tƒHƒ‹ƒ_‚ɉ𓀂µ‚Ä‚­‚¾‚³‚¢B
+  ‚»‚ÌŒãAmonadius.exe‚ðŽÀs‚µ‚Ä‚­‚¾‚³‚¢B
+  monadius‚ðƒvƒŒƒC‚·‚é‚ɂ́A‚¨Žg‚¢‚̃Rƒ“ƒsƒ…[ƒ^‚É
+  OpenGL‚ªƒCƒ“ƒXƒg[ƒ‹‚³‚ê‚Ä‚¢‚é•K—v‚ª‚ ‚è‚Ü‚·B
+
+  ƒ_ƒ~[‚Ì.mp3ƒtƒ@ƒCƒ‹‚ð“K“–‚ȉ¹Šyƒtƒ@ƒCƒ‹‚Å’u‚«Š·‚¦‚邯
+  BGM‚Æ‚µ‚čж‚µ‚Ü‚·B
+
+› ‘€ì
+
+  EˆÚ“®            ƒJ[ƒ\ƒ‹ƒL[
+  EƒVƒ‡ƒbƒg         z
+  Eƒ~ƒTƒCƒ‹         x
+  Eƒpƒ[ƒAƒbƒv     c
+  EŒˆ’è/ƒXƒLƒbƒv   ƒXƒy[ƒX
+  EƒQ[ƒ€•úŠü       g
+  EƒQ[ƒ€I—¹       q,escape
+
+› Šî–{ƒ‹[ƒ‹
+
+  ’´’x‰„í“¬‹@ƒrƒbƒNƒoƒCƒp[(ˆÈ‰ºŽ©‹@)‚𑀍삵‚āA
+  ŽG‹›“G‚ð‚â‚Á‚‚¯“G’e‚ð‚©‚¢‚­‚®‚èA–³ŒÀ‚É‘±‚­ƒXƒe[ƒW‚ð
+  U—ª‚µ‚Ä‚­‚¾‚³‚¢B
+
+  Ž©‹@‚Í“G‚̍UŒ‚‚âA“G–{‘́A’nŒ`‚ɏՓ˂·‚邯”j‰ó‚³‚ê‚Ä‚µ‚Ü‚¢‚Ü‚·B
+  Ž©‹@‚ª‚â‚ç‚ê‚Ä‚àˆê’è‚̏ꏊ‚©‚çƒRƒ“ƒeƒBƒjƒ…[‚ª‰Â”\‚Å‚·‚ªA
+  ‚»‚̏ꍇƒpƒ[ƒAƒbƒv‚ð‚·‚×‚Ä‰ðœ‚³‚ꂽó‘Ô‚©‚ç‚̃Xƒ^[ƒg‚ƂȂè‚Ü‚·B
+
+
+›  ƒpƒ[ƒAƒbƒv
+
+  ÔF‚Ì“G‚âA“Á’è‚Ì“G‚̕ґà‚Í‘S–Å‚³‚¹‚邱‚ƂŃpƒ[ƒAƒbƒvƒJƒvƒZƒ‹‚ð
+  o‚µ‚Ü‚·B‚±‚ê‚ðˆê’萔‚¾‚¯W‚߂ăpƒ[ƒAƒbƒvƒ{ƒ^ƒ“‚ð‰Ÿ‚·‚±‚ƂŁA
+  Ž©‹@‚ð‹­‰»‚·‚邱‚Æ‚ª‚Å‚«‚Ü‚·B
+
+  SPEED
+    Ž©‹@‚̈ړ®‘¬“x‚ðã‚°‚Ü‚·B
+
+  MISSILE
+    ’nã‚Ì“G‚ðŒø—¦‚æ‚­UŒ‚‚·‚邱‚Ƃ̂ł«‚éƒ~ƒTƒCƒ‹‚ð‘•”õ‚µ‚Ü‚·B
+
+  DOUBLE
+    ’ʏíƒVƒ‡ƒbƒg‚ª‰E‚ƉEã‚Ì2•ûŒü‚É”­ŽË‚³‚ê‚邿‚¤‚ɂȂè‚Ü‚·B
+
+  LASER
+    ’ʏíƒVƒ‡ƒbƒg‚É‘ã‚í‚èAŽ©‹@‚Ì‘O•û‚É”­ŽË‚³‚êA
+    ŠÑ’ʗ͂̍‚‚¢ƒŒ[ƒU[‚ð‘•”õ‚µ‚Ü‚·B
+
+  OPTION
+    Ž©‹@‚̈ʒu‚ð’x‰„•]‰¿‚µAŽ©‹@‚Æ“¯‚¶•º‘•‚ōUŒ‚‚ðs‚¤
+    •ªg‚ð‘•”õ‚µ‚Ü‚·B
+
+  H
+    Ž©‹@‚Ì‘O•û‚ð–hŒä‚·‚éƒV[ƒ‹ƒh‚ðã‰º‚É2–‡“¯Žž‚É‘•”õ‚µ‚Ü‚·B
+
+
+›  ‚»‚̂ق©‚Ì“Á’¥
+
+@Monadius‚ðƒvƒŒƒC‚·‚邽‚тɃL[“ü—̗͂š—ð‚ªƒŠƒvƒŒƒC‚Æ‚µ‚Ä
+@‘SŽ©“®‚ŕۑ¶‚³‚êA‚ ‚Ƃōж‚µ‚ÄŒ©‚邱‚Æ‚ª‚Å‚«‚Ü‚·B
+@ƒŠƒvƒŒƒC‚̍Č»«‚Í(‚½‚Ô‚ñ)Ø–¾‚³‚ê‚Ä‚¢‚Ü‚·B
+
+@ƒXƒe[ƒW‚͈êŽí—Þ‚µ‚©‚ ‚è‚Ü‚¹‚ñ‚ªA“¯‚¶ƒXƒe[ƒW‚ð‰½Žü‚à
+@‚·‚邤‚¿‚É“ïˆÕ“x‚ªã¸‚µ‚Ü‚·B
+
+  ƒOƒ‰ƒfƒBƒEƒX‚ð’m‚ç‚È‚¢l‚É‚à“K“x‚ɈՂµ‚¢ˆêŽü–ځB
+  ã‹‰ŽÒ‚Ì•û‚ɂ͍‚ŽŸŽü‚ÅŽ€‚˂Ίy‚µ‚¢•œŠˆB
+@Å‰‚̂ق¤‚ªŠy‚ł‚܂ç‚ñ‚Æ‚©A‚Ÿ‚è‚¥‚È‚¡¢ŠE‚ðŒ©‚Ä‚Ý‚½‚¢‚Æ
+@‚¢‚¤l‚́Aƒ^ƒCƒgƒ‹‰æ–ʂŃXƒe[ƒW‚ɑΉž‚·‚é”Žš‚ð“ü—Í‚·‚邯
+@ƒXƒe[ƒWƒZƒŒƒNƒg‚à‚Å‚«‚Ü‚·B
+
+@1ŽüˆÈãƒNƒŠƒA[‚·‚ê‚΃Xƒ^ƒbƒtƒ[ƒ‹‚ªo‚Ü‚·B
+@2Žü‚µ‚Ä‚½‚烁ƒbƒZ[ƒW‚ªŽáб•Ï‚í‚è‚Ü‚·B
+@‰½‰ñƒRƒ“ƒeƒBƒjƒ…[‚µ‚Ä‚¢‚Ä‚àƒXƒ^ƒbƒtƒ[ƒ‹‚͏o‚Ü‚·‚ªA
+@ƒXƒe[ƒWƒZƒŒƒNƒg‚ð—p‚¢‚ăNƒŠƒA[‚¹‚¸‚ɐæ‚̖ʂ֐i‚ñ‚¾ê‡A
+@ƒŠƒvƒŒƒC‚͕ۑ¶‚³‚ê‚é‚à‚̂̃Xƒ^ƒbƒtƒ[ƒ‹‚ðŒ©‚é‚±‚Ƃ͂ł«‚Ü‚¹‚ñB
+
+@ƒQ[ƒ€‚ð‹N“®‚µ‚ă^ƒCƒgƒ‹‰æ–ʂ̂܂ܕú’u‚µ‚Ä‚¨‚­‚ƃfƒ‚ƒvƒŒƒC‚ª
+@Ä¶‚³‚ê‚Ü‚·‚̂ŁAU—ª‚ÌŽQl‚É‚µ‚Ä‚­‚¾‚³‚¢B
+@
+
+›  ƒRƒ}ƒ“ƒhƒ‰ƒCƒ“ˆø”
+
+  ŽŸ‚Ì‚à‚Ì‚ð“n‚¹‚Ü‚·B
+
+  -r
+    ƒŠƒvƒŒƒC‚ð•Û‘¶‚µ‚È‚¢‚悤‚É‚µ‚Ü‚·B
+
+  -f
+    ƒtƒ‹ƒXƒNƒŠ[ƒ“‚ł̎Às‚ðŽŽ‚Ý‚Ü‚·B
+
+  ƒtƒ@ƒCƒ‹–¼
+    “n‚³‚ꂽƒtƒ@ƒCƒ‹–¼‚ÌŠg’£Žq‚ª.replay‚Å‚ ‚Á‚½ê‡A
+    ƒŠƒvƒŒƒC‚ð“ǂݍž‚ñ‚ōж‚µ‚悤‚Æ‚µ‚Ü‚·B
+    monadius.exe‚̃AƒCƒRƒ“‚ÉƒŠƒvƒŒƒCƒtƒ@ƒCƒ‹‚ð
+    ƒhƒ‰ƒbƒOƒhƒƒbƒv‚µ‚Ä‚àƒŠƒvƒŒƒC‚ðÄ¶‚Å‚«‚Ü‚·B
+
+› XV—š—ð
+
+  2005/06/04 ƒNƒŠƒA‚µ‚È‚­‚Ä‚àƒGƒ“ƒfƒBƒ“ƒO‚ðŒ©‚ê‚Ä‚µ‚Ü‚¤•s‹ï‡‚ðC³B
+  2005/10/28 ‰¹ŠyEŒø‰Ê‰¹‚ðÄ¶‚Å‚«‚邿‚¤‚É‚·‚éB
+
+
+›  ŽÓŽ«
+
+  monadius‚ÍHaskell‚ŏ‘‚©‚êAGlasgow Haskell Compiler6.4‚ŃRƒ“ƒpƒCƒ‹‚³‚ê‚Ü‚µ‚½B
+    The Haskell Home Page
+    http://www.haskell.org/
+    The Glasgow Haskell Compiler
+    http://www.haskell.org/ghc/
+
+  •`‰æ‚ÉOpenGL‚ðŽg—p‚µ‚Ä‚¢‚Ü‚·B
+    http://www.opengl.org/
+
+  Œø‰Ê‰¹‚̓}ƒbƒ`ƒƒCƒJƒ@ƒY‚Ì‚à‚̂𗘗p‚µ‚Ä‚¢‚Ü‚·B
+    http://osabisi.sakura.ne.jp/m2/
+
+  ƒEƒSƒc[ƒ‹‚â
+    http://mclover.net/Program/Ugo.htm
+@‚®‚ç‚ɂǂÁ‚Æ‚±‚ނ̃AƒCƒfƒA‚ðŽQl‚É‚µ‚Ä‚¢‚Ü‚·B
+    http://gradius2.com/
+
+› ˜A—æ
+
+@‚²ˆÓŒ©E‚²Š´‘zEƒoƒO•ñ‚Ȃǂ͂±‚¿‚ç‚܂ŁB
+@21¢‹I•¨—‚Ì‚¨‚à‚¿‚á” 
+@@http://www.geocities.jp/takascience/
+
+