diff --git a/LICENSE b/LICENSE
--- a/LICENSE
+++ b/LICENSE
@@ -1,23 +1,23 @@
-Copyright 2010, Jean-Philippe Moresmau.  All rights reserved.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
-- Redistributions of source code must retain the above copyright notice,
-this list of conditions and the following disclaimer.
- 
-- Redistributions in binary form must reproduce the above copyright notice,
-this list of conditions and the following disclaimer in the documentation
-and/or other materials provided with the distribution.
- 
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS "AS IS" AND ANY
-EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE
-LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
-CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
-SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
-BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
-WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
-OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
-IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+Copyright 2010, Jean-Philippe Moresmau.  All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+- Redistributions of source code must retain the above copyright notice,
+this list of conditions and the following disclaimer.
+ 
+- Redistributions in binary form must reproduce the above copyright notice,
+this list of conditions and the following disclaimer in the documentation
+and/or other materials provided with the distribution.
+ 
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS "AS IS" AND ANY
+EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
+BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
+OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
+IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/README.md b/README.md
new file mode 100644
--- /dev/null
+++ b/README.md
@@ -0,0 +1,4 @@
+TypeClass
+=========
+
+Simple SDL based game in Haskell. This uses the reactive-banana-SDL library
diff --git a/Setup.hs b/Setup.hs
--- a/Setup.hs
+++ b/Setup.hs
@@ -1,2 +1,2 @@
-import Distribution.Simple
-main = defaultMain
+import Distribution.Simple
+main = defaultMain
diff --git a/TypeClass.cabal b/TypeClass.cabal
--- a/TypeClass.cabal
+++ b/TypeClass.cabal
@@ -1,21 +1,34 @@
-name:           TypeClass
-version:        0.1.1
-cabal-version:  >= 1.2
-build-type:     Simple
-author:         JP Moresmau
-maintainer:     jpmoresmau@gmail.com
-synopsis:       Typing speed game
-description:    A simple game where you need to type the letters scrolling down the screen before they reach the bottom. Using SDL and SDL_ttf.
-category:       Game
-license:        BSD3
-license-file:   LICENSE
-data-files:     src/FreeSansBold.ttf
-  
-executable TypeClass
-  hs-source-dirs:  src
-  main-is:         Main.hs
-  ghc-options:     -Wall -fno-warn-unused-do-bind
-  extensions:      NamedFieldPuns
-  build-depends:   base < 5, SDL, SDL-ttf, random, containers
-
-  
+name:           TypeClass
+version:        0.2.0
+cabal-version:  >= 1.6
+build-type:     Simple
+author:         JP Moresmau
+maintainer:     jpmoresmau@gmail.com
+synopsis:       Typing speed game
+description:    A simple game where you need to type the letters scrolling down the screen before they reach the bottom. Using SDL and SDL_ttf.
+category:       Game
+license:        BSD3
+license-file:   LICENSE
+data-files:     font/FreeSansBold.ttf
+extra-source-files: README.md
+
+executable TypeClass
+  hs-source-dirs:  src
+  main-is:         Main.hs
+  ghc-options:     -Wall -fno-warn-unused-do-bind
+  extensions:      NamedFieldPuns
+  build-depends:   
+                   base < 5,
+                   SDL,
+                   SDL-ttf,
+                   random,
+                   containers,
+                   filepath,
+                   reactive-banana,
+                   reactive-banana-sdl >= 0.1.2,
+                   transformers >=0.3.0 && <0.4
+  includes: SDL.h
+
+Source-Repository head
+    Type:            git
+    Location:        https://github.com/JPMoresmau/TypeClass  
diff --git a/font/FreeSansBold.ttf b/font/FreeSansBold.ttf
new file mode 100644
Binary files /dev/null and b/font/FreeSansBold.ttf differ
diff --git a/src/FreeSansBold.ttf b/src/FreeSansBold.ttf
deleted file mode 100644
Binary files a/src/FreeSansBold.ttf and /dev/null differ
diff --git a/src/Main.hs b/src/Main.hs
--- a/src/Main.hs
+++ b/src/Main.hs
@@ -1,173 +1,213 @@
-module Main where
-
-import qualified Graphics.UI.SDL as SDL
-import qualified Graphics.UI.SDL.TTF as TTF
-
-import Control.Concurrent
-import Control.Monad
-
-import Data.Char
-import qualified Data.Map as M
-import Data.Word
-import System.Random
-
-main::IO()
-main= do
-      gd<-initGraphics
-      r<-getStdGen
-      let gs=newChar $ GameState 0 100 2000 M.empty r 0 0 lives
-      tcks<-SDL.getTicks 
-      drawloop gs tcks gd
-      endGraphics gd
-      
-checkEvent :: GameState -> SDL.Event -> (GameState ,Bool)   
-checkEvent gs SDL.Quit = (gs,True)
-checkEvent gs@GameState{gs_shown,gs_score} (SDL.KeyDown ks)    = 
-        let c=toUpper $ SDL.symUnicode ks
-        in ((if M.member c gs_shown
-                        then gs{gs_shown=M.delete c gs_shown,gs_score=gs_score+1}
-                        else gs),False)
-                 
-checkEvent gs _    = (gs,False)
-
-drawloop :: GameState
-                                    -> Data.Word.Word32
-                                    -> GraphicsData
-                                    -> IO ()
-drawloop gs oldTicks gd@GraphicsData{gd_mainSurf}=do
-        e<-SDL.pollEvent
-        let (gs1,shouldStop)=checkEvent gs e
-        if shouldStop
-                then return ()
-                else if gs_lives gs1 > 0
-                 then do
-                        newTicks<-SDL.getTicks
-                        let d=newTicks-oldTicks
-                        -- update game state
-                        let mvs=(gs_moves gs1)+(fromIntegral d)
-                        let gsInc=speedup gs1{gs_moves=mvs}
-                        let gsMoved=if (mod mvs (gs_movespeed gsInc )) == 0 then moveDown gsInc else gsInc
-                        let alive=gs_lives gsMoved > 0
-                        SDL.fillRect gd_mainSurf (Just (SDL.Rect 0 0 width height)) (SDL.Pixel 0)
-                        let gsNew=if alive 
-                                then if (mod mvs (gs_newspeed gsMoved)) == 0 then newChar gsMoved else gsMoved
-                                else gsMoved
-                               
-                        -- draw screen
-                        SDL.fillRect gd_mainSurf (Just (SDL.Rect 0 0 width height)) (SDL.Pixel 0)
-                        if alive 
-                                then do
-                                        mapM_ (drawChar gd) (M.assocs $ gs_shown gsNew)
-                                        drawScore gd gsNew
-                                else do
-                                        gameOver gd gsNew
-                        SDL.flip gd_mainSurf                
-                             
-                        newTicks'<-SDL.getTicks
-                        let d'=newTicks'-oldTicks
-                        when (d'<16) (threadDelay (fromIntegral d'))
-                        drawloop gsNew newTicks gd   
-                else  drawloop gs oldTicks gd
-        
-data GraphicsData = GraphicsData {
-        gd_font :: TTF.Font
-        , gd_mainSurf :: SDL.Surface
-        }
- 
-data GameState = GameState {
-        gs_moves :: Int
-        , gs_movespeed :: Int
-        , gs_newspeed :: Int
-        , gs_shown :: M.Map Char (Int,Int)
-        , gs_rand :: StdGen
-        , gs_score :: Int
-        , gs_score_beforespeed :: Int
-        , gs_lives :: Int
-        } 
- 
-speedup :: GameState -> GameState
-speedup gs@GameState{gs_moves,gs_score,gs_movespeed,gs_newspeed,gs_score_beforespeed}=let
-        speed=1 - (1 / (log $ ((fromIntegral gs_score)::Double) ^ (2::Int)))
-        (ratio,sc)=if (gs_score-gs_score_beforespeed)>5 && (mod gs_moves 1000)==0 then (speed,gs_score) else (1,gs_score_beforespeed)
-        in gs{gs_movespeed=round ((fromIntegral gs_movespeed)*ratio),gs_newspeed=round ((fromIntegral gs_newspeed)*ratio),gs_score_beforespeed=sc}
-
-
-newChar :: GameState -> GameState
-newChar gs@GameState{gs_rand,gs_shown}=let
-        (c,r')=randomR ('A','Z') gs_rand
-        (s',r'')=if not (M.member c gs_shown)
-                then 
-                        let (x,r2)=randomR (1,(div width 10)-2) r'
-                        in (M.insert c (x*10,20) gs_shown,r2)
-                else (gs_shown,r')
-        in gs{gs_rand=r'',gs_shown=s'}
-    
-moveDown :: GameState -> GameState
-moveDown gs@GameState{gs_shown,gs_lives}=let
-        (dead,s')=M.foldWithKey  (\c (x,y) (b,m)->
-                let y'=y+1
-                in if (y'>(height-20)) 
-                        then (True,m)
-                        else (b,M.insert c (x,y') m)
-                ) (False,M.empty) gs_shown
-        d'=if dead then gs_lives-1 else gs_lives
-        in gs{gs_shown=s',gs_lives=d'}
-      
-drawChar :: GraphicsData -> (Char,(Int,Int)) -> IO()
-drawChar GraphicsData{gd_font,gd_mainSurf} (c,(x,y))=do
-         let r = Just (SDL.Rect x y 10 10)
-         txtS<-TTF.renderUTF8Solid gd_font [c] (SDL.Color 255 255 255)
-         SDL.blitSurface txtS Nothing gd_mainSurf r
-         SDL.freeSurface txtS
-   
-drawScore :: GraphicsData -> GameState -> IO()
-drawScore GraphicsData{gd_font,gd_mainSurf} GameState{gs_score,gs_lives}=do
-        let half= (div width 2)
-        let r1 = Just (SDL.Rect 0 0 half 10)
-        let r2 = Just (SDL.Rect (half+1) 0 half 10)
-        txtS1<-TTF.renderUTF8Solid gd_font ("Lives:" ++ (show gs_lives) ++ "/" ++ (show lives)) (SDL.Color 255 20 20)
-        SDL.blitSurface txtS1 Nothing gd_mainSurf r1
-        SDL.freeSurface txtS1
-        txtS2<-TTF.renderUTF8Solid gd_font ("Score:" ++ show gs_score) (SDL.Color 255 20 20)
-        SDL.blitSurface txtS2 Nothing gd_mainSurf r2
-        SDL.freeSurface txtS2
-     
-gameOver :: GraphicsData -> GameState -> IO()
-gameOver GraphicsData{gd_font,gd_mainSurf} GameState{gs_score}=do
-        let halfH=(div height 2)
-        let halfW=(div width 2)
-        let x=halfW-40
-        let r1 = Just (SDL.Rect x (halfH-20) 200 10)
-        let r2 = Just (SDL.Rect x (halfH+10) 200 10)
-        txtS1<-TTF.renderUTF8Solid gd_font ("Game Over!") (SDL.Color 255 20 20)
-        SDL.blitSurface txtS1 Nothing gd_mainSurf r1
-        SDL.freeSurface txtS1
-        txtS2<-TTF.renderUTF8Solid gd_font ("Score:" ++ show gs_score) (SDL.Color 255 20 20)
-        SDL.blitSurface txtS2 Nothing gd_mainSurf r2
-        SDL.freeSurface txtS2
-        
-width :: Int        
-width = 640
-    
-height :: Int        
-height =  480
-
-lives :: Int
-lives = 3
-
-initGraphics :: IO(GraphicsData)
-initGraphics = do
-        SDL.init [SDL.InitEverything]
-        TTF.init
-        SDL.enableUnicode True
-        SDL.setVideoMode width height 32 []
-        SDL.setCaption "TypeClass: the typing game" "TypeClass"
-        font<-TTF.openFont "FreeSansBold.ttf" 24
-        mainSurf <- SDL.getVideoSurface
-        return $ GraphicsData font mainSurf
-
-endGraphics :: GraphicsData -> IO()
-endGraphics GraphicsData{gd_font=font}=do
-        TTF.closeFont font
-        TTF.quit
+{-# LANGUAGE ScopedTypeVariables  #-}
+-- | a little typing game, demonstrating some reactive-banana-SDL code
+module Main where
+
+import qualified Graphics.UI.SDL as SDL
+import qualified Graphics.UI.SDL.TTF as TTF
+
+import Reactive.Banana
+import Reactive.Banana.SDL
+import Reactive.Banana.SDL.Graphics
+
+import Data.Char
+import qualified Data.Map as M
+import Data.Word
+import System.Random
+import System.FilePath
+
+import Paths_TypeClass
+import Control.Monad.IO.Class (liftIO)
+import Reactive.Banana.Frameworks (actuate, Frameworks)
+import Control.Monad (void)
+
+-- | entry point of the application
+main :: IO()
+main = do
+        -- SDL event source
+        sdlES<-getSDLEventSource
+        -- call initializtion
+        gd<-liftIO initGraphics
+        -- get network
+        network <- compile $ setupNetwork sdlES gd
+        -- actuate
+        actuate network
+        -- run SDL loop
+        runSDLPump sdlES
+        -- clean up
+        endGraphics gd
+
+-- | setup the FRP
+setupNetwork :: Frameworks t=> SDLEventSource -> GraphicsData -> Moment t ()
+setupNetwork es gd=do
+        r<-liftIO getStdGen
+        eTickDiff <- tickDiffEvent es
+        esdl <- sdlEvent es
+        let 
+                -- | the initial gamestate 
+                gsInitial :: GameState
+                gsInitial=GameState 0 100 2000 M.empty r 0 0 lives
+        
+                -- | the empty screen
+                startGraphic :: Graphic
+                startGraphic=draw (Fill (Just $ SDL.Rect 0 0 width height) black) (Mask Nothing 0 0)
+                        
+                -- | we always use the same surface        
+                bScreen :: Behavior t Screen
+                bScreen = pure (gd_mainSurf gd)
+                         
+                -- | game state update event
+                eGSChange= (updateGS <$> eTickDiff) `union` (updateGSOnKey <$> keyDownEvent esdl)
+                
+                -- | game state behavior
+                bGameState=accumB gsInitial eGSChange
+                
+                -- | draw lives
+                livesG GameState{gs_lives}=draw (Text ("Lives:" ++ show gs_lives ++ "/" ++ show lives) (gd_font gd) red) (Mask Nothing 0 0)
+                -- | draw score
+                scoreG GameState{gs_score}=draw (Text ("Score:" ++ show gs_score) (gd_font gd) red) (Mask Nothing (halfW+1) 0)
+                -- | draw a character
+                charG (c,(x,y))= draw (Text [c] (gd_font gd) white) (Mask Nothing x y)
+                -- | draw characters      
+                charsG GameState{gs_shown}=let
+                        chars=map charG (M.assocs gs_shown)
+                        in (Graphic $ \surface ->mapM_ (\(Graphic f)->void $ f surface) chars >> return Nothing)
+                -- | game over
+                gameOverG GameState{gs_score}=draw (Text "Game Over!" (gd_font gd) red) (Mask Nothing (halfW-40) (halfH-20))  
+                                `over`
+                                        draw (Text ("Score:" ++ show gs_score) (gd_font gd) red) (Mask Nothing (halfW-40) (halfH+10))
+                -- | draw behavior                
+                bG=(\g->if gs_lives g > 0 
+                      then
+                        scoreG g `over` livesG g `over` charsG g `over` startGraphic 
+                      else
+                       gameOverG g `over` startGraphic) <$> bGameState
+        -- render       
+        renderGraph bG bScreen
+        return ()
+
+-- | update game state on key press
+updateGSOnKey :: SDL.Keysym -> GameState -> GameState
+updateGSOnKey ks gs@GameState{gs_shown,gs_score}=
+                let c=toUpper $ SDL.symUnicode ks
+                in case c of 
+                        '+'->speedup gs
+                        _ ->if M.member c gs_shown
+                                then gs{gs_shown=M.delete c gs_shown,gs_score=gs_score+1}
+                                else gs
+
+-- | update game state on tick
+updateGS :: Word32 -> GameState -> GameState
+updateGS d gs1=let
+       mvs=gs_moves gs1 + fromIntegral d
+       gsInc=changeif shouldSpeed  speedup  gs1{gs_moves=mvs}
+       gsMoved=changeif ((0 ==) . mod mvs . gs_movespeed) moveDown gsInc
+       alive=gs_lives gsMoved > 0
+       gsNew=if alive 
+             then changeif ((0==) . mod mvs . gs_newspeed) newChar gsMoved
+             else gsMoved
+       in gsNew
+
+-- | graphics info
+data GraphicsData = GraphicsData {
+        gd_font :: TTF.Font -- ^ font for text
+        , gd_mainSurf :: SDL.Surface -- ^ surface to draw on
+        }
+ 
+-- | gamestate
+data GameState = GameState {
+        gs_moves :: Int -- ^ number of ticks
+        , gs_movespeed :: Int -- ^ speed at which letters fall
+        , gs_newspeed :: Int -- ^ speed at which letters appear
+        , gs_shown :: M.Map Char (Int,Int) -- ^ letters shown on screen with their position
+        , gs_rand :: StdGen -- ^ random generator
+        , gs_score :: Int -- ^ score
+        , gs_score_beforespeed :: Int -- ^ score before last speedup
+        , gs_lives :: Int -- ^ number of lives left
+        } 
+ 
+-- | apply the function if the first argument evaluates to true 
+changeif :: (a -> Bool) -> (a->a) -> a-> a 
+changeif test change obj=if test obj then change obj else obj
+ 
+-- | should we speed up the game?
+shouldSpeed :: GameState -> Bool
+shouldSpeed GameState{gs_score,gs_score_beforespeed}=(gs_score-gs_score_beforespeed)>5 -- && (mod gs_moves 1000)==0 
+ 
+-- | speed up the rate characters scroll down
+speedup :: GameState -> GameState
+speedup gs@GameState{gs_score,gs_movespeed,gs_newspeed}=let
+        ratio= 0.9::Double -- 1 - (1 / (log $ ((fromIntegral (max gs_score 2))::Double) ^ (2::Int)))
+        in gs{gs_movespeed=round (fromIntegral gs_movespeed * ratio),gs_newspeed=round (fromIntegral gs_newspeed * ratio),gs_score_beforespeed=gs_score}
+
+-- | generate a new character on screen
+newChar :: GameState -> GameState
+newChar gs@GameState{gs_rand,gs_shown}=let
+        (c,r')=randomR ('A','Z') gs_rand
+        (s',r'')=if not (M.member c gs_shown)
+                then 
+                        let (x,r2)=randomR (1,div width 10 - 2) r'
+                        in (M.insert c (x*10,20) gs_shown,r2)
+                else (gs_shown,r')
+        in gs{gs_rand=r'',gs_shown=s'}
+
+-- | move characters down    
+moveDown :: GameState -> GameState
+moveDown gs@GameState{gs_shown,gs_lives}=let
+        (dead,s')=M.foldWithKey  (\c (x,y) (b,m)->
+                let y'=y+1
+                in if y' > (height - 20) then (True, m) else (b, M.insert c (x, y') m)
+                ) (False,M.empty) gs_shown
+        d'=if dead then gs_lives-1 else gs_lives
+        in gs{gs_shown=s',gs_lives=d'}
+      
+-- | width of window        
+width :: Int        
+width = 640
+    
+-- | height of window
+height :: Int        
+height =  480
+
+-- | half width
+halfW :: Int
+halfW= div width 2
+
+-- | half height
+halfH :: Int 
+halfH=div height 2
+
+-- | start number of lives
+lives :: Int
+lives = 3
+
+-- | red color
+red :: SDL.Color
+red = SDL.Color 255 20 20
+
+-- | black color
+black :: SDL.Color
+black = SDL.Color 0 0 0
+
+-- | white color
+white :: SDL.Color
+white=SDL.Color 255 255 255
+
+-- | SDL initialization
+initGraphics :: IO GraphicsData
+initGraphics = do
+        SDL.init [SDL.InitEverything]
+        TTF.init
+        SDL.enableUnicode True
+        SDL.setVideoMode width height 32 []
+        SDL.setCaption "TypeClass: the typing game" "TypeClass"
+        dd<-getDataDir
+        realFont<- TTF.openFont (dd </> "font" </> "FreeSansBold.ttf") 24
+        mainSurf <- SDL.getVideoSurface
+        return $ GraphicsData realFont mainSurf
+
+-- | SDL finalization
+endGraphics :: GraphicsData -> IO()
+endGraphics GraphicsData{gd_font=font}=do
+        TTF.closeFont font
+        TTF.quit
         SDL.quit
