diff --git a/Experiments/arrowup/Main.hs b/Experiments/arrowup/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/arrowup/Main.hs
@@ -0,0 +1,83 @@
+{-# LANGUAGE Arrows #-}
+import Graphics.UI.SDL            as SDL
+import Graphics.UI.SDL.Primitives as SDL
+import FRP.Yampa                  as Yampa
+import Data.IORef
+import Debug.Trace
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  reactimate initGraphs
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                return (dtSecs, Nothing))
+             (\_ e -> display e >> return False)
+             (fire (fromIntegral height / 2) (-10))
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 100
+  return dtSecs
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- setVideoMode width height 16 [SWSurface]
+  setCaption "Test" ""
+
+display :: (Double, Double) -> IO()
+display (boxY0,boxY) = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Paint screen green
+  let format = surfaceGetPixelFormat screen
+  green <- mapRGB format 0 0xFF 0
+  fillRect screen Nothing green
+
+  -- Paint small red square, at an angle 'angle' with respect to the center
+  red <- mapRGB format 0xFF 0xFF 0
+  let x  = fromIntegral $ (width - boxSide) `div` 2
+      y0 = round boxY0
+      y  = round boxY
+  vLine screen x y0 y red
+
+  -- Double buffering
+  SDL.flip screen
+
+rising :: Double -> Double -> SF () (Double, Double)
+rising y0 v0 = proc () -> do
+  y <- (y0+) ^<< integral -< v0
+  returnA -< (y0, y)
+
+fire :: Double -> Double -> SF () (Double, Double)
+fire y vy = switch (rising y vy >>> (Yampa.identity &&& hitCeiling))
+                   (\_ -> fire y vy)
+
+hitCeiling :: SF (Double, Double) (Yampa.Event (Double, Double))
+hitCeiling = arr (\(y0,y) ->
+                   let boxTop = y
+                   in if boxTop < 0
+                        then Yampa.Event (y0, y)
+                        else Yampa.NoEvent)
+
+boxSide :: Int
+boxSide = 30
diff --git a/Experiments/circling-boxes/Main.hs b/Experiments/circling-boxes/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/circling-boxes/Main.hs
@@ -0,0 +1,77 @@
+{-# LANGUAGE Arrows #-}
+import Graphics.UI.SDL as SDL
+import FRP.Yampa       as Yampa
+import Data.IORef
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  reactimate initGraphs
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                return (dtSecs, Nothing))
+             (\_ e -> display e >> return False)
+             inCirclesL
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 100
+  return dtSecs
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- setVideoMode width height 16 [SWSurface]
+  setCaption "Test" ""
+
+display :: [(Double,Double)] -> IO()
+display xs = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Paint screen green
+  let format = surfaceGetPixelFormat screen
+  green <- mapRGB format 0 0xFF 0
+  fillRect screen Nothing green
+
+  -- Paint small red square, at an angle 'angle' with respect to the center
+  red <- mapRGB format 0xFF 0 0
+  let side = 10
+  let paintSquare (x,y) =
+        fillRect screen (Just (Rect (round x) (round y) side side)) red
+
+  mapM_ paintSquare xs
+
+  -- Double buffering
+  SDL.flip screen
+
+
+inCirclesL :: SF () [(Double, Double)]
+inCirclesL = parB [ inCircles (100, 100)
+                  , inCircles (200, 200)
+                  ]
+
+inCircles :: (Double, Double) -> SF () (Double, Double)
+inCircles (baseX, baseY) = proc () -> do
+   t <- (/5) ^<< localTime -< ()
+   let radius = 30
+       x = baseX + (cos t * radius)
+       y = baseY + (sin t * radius)
+   returnA -< (x,y)
diff --git a/Experiments/collisions/Constants.hs b/Experiments/collisions/Constants.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Constants.hs
@@ -0,0 +1,48 @@
+module Constants where
+
+import Data.Int
+import Data.Word
+import Graphics.UI.SDL as SDL
+
+width :: Double
+width  = 640
+height :: Double
+height = 480
+
+gameWidth :: Double
+gameWidth = width
+
+gameHeight :: Double
+gameHeight = height
+
+-- Energy transmission between objects in collisions
+velTrans :: Double
+velTrans = 0.98
+
+-- Max speed
+maxVNorm :: Double
+maxVNorm = 50000
+
+gravity :: (Double, Double)
+gravity = (0, -1000.8)
+
+-- Delays
+ballWidth, ballHeight :: Double
+ballWidth  = 30
+ballHeight = 30
+
+ballMargin :: Double
+ballMargin = 3
+
+ballSize :: Int16
+ballSize = 30
+
+-- Colors
+fontColor :: SDL.Color
+fontColor = SDL.Color 228 228 228
+
+ballColor :: Word32
+ballColor = 0xCC0011FF
+
+velColor  :: Word32
+velColor  = 0xCCBBFFFF
diff --git a/Experiments/collisions/Control/Extra/Monad.hs b/Experiments/collisions/Control/Extra/Monad.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Control/Extra/Monad.hs
@@ -0,0 +1,19 @@
+module Control.Extra.Monad where
+
+import Control.Monad
+
+whileLoopM :: Monad m => m a -> (a -> Bool) -> (a -> m ()) -> m ()
+whileLoopM val cond act = r'
+  where r' = do v <- val
+                when (cond v) $ do
+                  act v
+                  whileLoopM val cond act
+
+foldLoopM :: Monad m => a -> m b -> (b -> Bool) -> (a -> b -> m a) -> m a
+foldLoopM val sense cond act = r'
+  where r' = do s <- sense
+                if cond s
+                  then do
+                      val' <- act val s
+                      foldLoopM val' sense cond act
+                  else return val
diff --git a/Experiments/collisions/Data/Extra/Num.hs b/Experiments/collisions/Data/Extra/Num.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Data/Extra/Num.hs
@@ -0,0 +1,20 @@
+module Data.Extra.Num where
+
+ensurePos :: (Eq a, Num a) => a -> a
+ensurePos e = if signum e == (-1) then negate e else e
+
+ensureNeg :: (Eq a, Num a) => a -> a
+ensureNeg e = if signum e == 1 then negate e else e
+
+class Similar a where
+  sigma :: a -- margin of error
+
+instance Similar Float where
+  sigma = 0.01
+
+instance Similar Double where
+  sigma = 0.01
+
+(=~) :: (Num a, Ord a, Similar a) => a -> a -> Bool
+x =~ y = abs (x - y) < sigma
+
diff --git a/Experiments/collisions/Data/Extra/VectorSpace.hs b/Experiments/collisions/Data/Extra/VectorSpace.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Data/Extra/VectorSpace.hs
@@ -0,0 +1,6 @@
+module Data.Extra.VectorSpace where
+
+import FRP.Yampa.VectorSpace
+
+limitNorm :: (Ord s, VectorSpace v s) => v -> s -> v
+limitNorm v mn = if norm v > mn then mn *^ normalize v else v
diff --git a/Experiments/collisions/Data/IdentityList.hs b/Experiments/collisions/Data/IdentityList.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Data/IdentityList.hs
@@ -0,0 +1,190 @@
+{-
+******************************************************************************
+*                              I N V A D E R S                               *
+*                                                                            *
+*       Module:         IdentityList                                         *
+*       Purpose:        Association list with automatic key assignment and   *
+*                       identity-preserving map and filter operations.       *
+*       Author:         Henrik Nilsson                                       *
+*                                                                            *
+*             Copyright (c) Yale University, 2003                            *
+*                                                                            *
+******************************************************************************
+-}
+
+module Data.IdentityList (
+    ILKey,        -- Identity-list key type
+    IL,           -- Identity-list, abstract. Instance of functor.
+    emptyIL,      -- :: IL a
+    insertIL_,    -- :: a -> IL a -> IL a
+    insertIL,     -- :: a -> IL a -> (ILKey, IL a)
+    listToIL,     -- :: [a] -> IL a
+    keysIL,       -- :: IL a -> [ILKey]
+    elemsIL,      -- :: IL a -> [a]
+    assocsIL,     -- :: IL a -> [(ILKey, a)]
+    deleteIL,     -- :: ILKey -> IL a -> IL a
+    updateIL,     -- :: ILKey -> a -> IL a -> IL a
+    updateILWith, -- :: ILKey -> (a -> a) -> IL a -> IL a
+    mapIL,        -- :: ((ILKey, a) -> b) -> IL a -> IL b
+    filterIL,     -- :: ((ILKey, a) -> Bool) -> IL a -> IL a
+    mapFilterIL,  -- :: ((ILKey, a) -> Maybe b) -> IL a -> IL b
+    lookupIL,     -- :: ILKey -> IL a -> Maybe a
+    findIL,       -- :: ((ILKey, a) -> Bool) -> IL a -> Maybe a
+    mapFindIL,    -- :: ((ILKey, a) -> Maybe b) -> IL a -> Maybe b
+    findAllIL,    -- :: ((ILKey, a) -> Bool) -> IL a -> [a]
+    mapFindAllIL, -- :: ((ILKey, a) -> Maybe b) -> IL a -> [b]
+    ilSeq,
+) where
+
+import Data.List (find)
+import Data.Foldable
+
+
+------------------------------------------------------------------------------
+-- Data type definitions
+------------------------------------------------------------------------------
+
+type ILKey = Int
+
+-- Invariants:
+-- * Sorted in descending key order. (We don't worry about
+--   key wrap around).
+-- * Keys are NOT reused
+data IL a = IL { ilNextKey :: ILKey, ilAssocs :: [(ILKey, a)] }
+
+
+instance Foldable IL where
+  foldMap f = foldMap f . map snd . ilAssocs
+------------------------------------------------------------------------------
+-- Class instances
+------------------------------------------------------------------------------
+
+instance Functor IL where
+    fmap f (IL {ilNextKey = nk, ilAssocs = kas}) =
+        IL {ilNextKey = nk, ilAssocs = [ (i, f a) | (i, a) <- kas ]}
+
+
+------------------------------------------------------------------------------
+-- Constructors
+------------------------------------------------------------------------------
+
+emptyIL :: IL a
+emptyIL = IL {ilNextKey = 0, ilAssocs = []}
+
+
+insertIL_ :: a -> IL a -> IL a
+insertIL_ a il = snd (insertIL a il)
+
+
+insertIL :: a -> IL a -> (ILKey, IL a)
+insertIL a (IL {ilNextKey = k, ilAssocs = kas}) = (k, il') where
+    il' = IL {ilNextKey = k + 1, ilAssocs = (k, a) : kas}
+
+
+listToIL :: [a] -> IL a
+listToIL as = IL {ilNextKey = length as,
+                  ilAssocs = reverse (zip [0..] as)} -- Maintain invariant!
+
+
+------------------------------------------------------------------------------
+-- Additional selectors
+------------------------------------------------------------------------------
+
+assocsIL :: IL a -> [(ILKey, a)]
+assocsIL = ilAssocs
+
+
+keysIL :: IL a -> [ILKey]
+keysIL = map fst . ilAssocs
+
+
+elemsIL :: IL a -> [a]
+elemsIL = map snd . ilAssocs
+
+
+------------------------------------------------------------------------------
+-- Mutators
+------------------------------------------------------------------------------
+
+deleteIL :: ILKey -> IL a -> IL a
+deleteIL k (IL {ilNextKey = nk, ilAssocs = kas}) =
+    IL {ilNextKey = nk, ilAssocs = deleteHlp kas}
+    where
+        deleteHlp []                                   = []
+        deleteHlp kakas@(ka@(k', _) : kas) | k > k'    = kakas
+                                           | k == k'   = kas
+                                           | otherwise = ka : deleteHlp kas
+
+updateIL :: ILKey -> a -> IL a -> IL a
+updateIL k v l = updateILWith k (const v) l
+
+updateILWith :: ILKey -> (a -> a) -> IL a -> IL a
+updateILWith k f l = mapIL g l
+ where g (k',v') | k == k'   = f v'
+                 | otherwise = v'
+
+------------------------------------------------------------------------------
+-- Filter and map operations
+------------------------------------------------------------------------------
+
+-- These are "identity-preserving", i.e. the key associated with an element
+-- in the result is the same as the key of the element from which the
+-- result element was derived.
+
+mapIL :: ((ILKey, a) -> b) -> IL a -> IL b
+mapIL f (IL {ilNextKey = nk, ilAssocs = kas}) =
+    IL {ilNextKey = nk, ilAssocs = [(k, f ka) | ka@(k,_) <- kas]}
+
+
+filterIL :: ((ILKey, a) -> Bool) -> IL a -> IL a
+filterIL p (IL {ilNextKey = nk, ilAssocs = kas}) =
+    IL {ilNextKey = nk, ilAssocs = filter p kas}
+
+
+mapFilterIL :: ((ILKey, a) -> Maybe b) -> IL a -> IL b
+mapFilterIL p (IL {ilNextKey = nk, ilAssocs = kas}) =
+    IL {
+        ilNextKey = nk,
+        ilAssocs = [(k, b) | ka@(k, _) <- kas, Just b <- [p ka]]
+    }
+
+
+------------------------------------------------------------------------------
+-- Lookup operations
+------------------------------------------------------------------------------
+
+lookupIL :: ILKey -> IL a -> Maybe a
+lookupIL k il = lookup k (ilAssocs il)
+
+
+findIL :: ((ILKey, a) -> Bool) -> IL a -> Maybe a
+findIL p (IL {ilAssocs = kas}) = findHlp kas
+    where
+        findHlp []                = Nothing
+        findHlp (ka@(_, a) : kas) = if p ka then Just a else findHlp kas
+
+
+mapFindIL :: ((ILKey, a) -> Maybe b) -> IL a -> Maybe b
+mapFindIL p (IL {ilAssocs = kas}) = mapFindHlp kas
+    where
+        mapFindHlp []         = Nothing
+        mapFindHlp (ka : kas) = case p ka of
+                                    Nothing     -> mapFindHlp kas
+                                    jb@(Just _) -> jb
+
+
+findAllIL :: ((ILKey, a) -> Bool) -> IL a -> [a]
+findAllIL p (IL {ilAssocs = kas}) = [ a | ka@(_, a) <- kas, p ka ]
+
+
+mapFindAllIL:: ((ILKey, a) -> Maybe b) -> IL a -> [b]
+mapFindAllIL p (IL {ilAssocs = kas}) = [ b | ka <- kas, Just b <- [p ka] ]
+
+ilSeq :: IL a -> IL a
+ilSeq il = mapSeq (ilAssocs il) `seq` il
+
+mapSeq :: [a] -> [a]
+mapSeq x = x `seq` mapSeq' x
+mapSeq' []     = []
+mapSeq' (a:as) = a `seq` mapSeq as
+
diff --git a/Experiments/collisions/Debug.hs b/Experiments/collisions/Debug.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Debug.hs
@@ -0,0 +1,8 @@
+module Debug where
+
+import Control.Monad (when, void)
+
+import Constants
+
+debug :: Bool -> String -> IO ()
+debug b msg = when b $ putStrLn msg
diff --git a/Experiments/collisions/Display.hs b/Experiments/collisions/Display.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Display.hs
@@ -0,0 +1,117 @@
+module Display where
+
+import           Control.Arrow              ((***))
+import           Control.Monad
+import           FRP.Yampa.VectorSpace
+import           Graphics.UI.SDL            as SDL
+import qualified Graphics.UI.SDL.Primitives as SDLP
+import qualified Graphics.UI.SDL.TTF        as TTF
+import           Text.Printf
+
+import Constants
+import GameState
+import Objects
+import Resources
+
+-- | Ad-hoc resource loading
+-- This function is ad-hoc in two senses: first, because it
+-- has the paths to the files hard-coded inside. And second,
+-- because it loads the specific resources that are needed,
+-- so it's not a general, parameterised, scalable solution.
+--
+loadResources :: IO Resources
+loadResources = do
+  -- Font initialization
+  _ <- TTF.init
+
+  -- Load the fonts we need
+  let gameFont = "data/lacuna.ttf"
+  font  <- TTF.openFont gameFont 32 -- 32: fixed size?
+  let myFont = font
+
+  -- Load the fonts we need
+  let gameFont = "data/lacuna.ttf"
+  font2  <- TTF.openFont gameFont 8 -- 32: fixed size?
+  let myFont2 = font2
+
+  -- Return all resources (just the font)
+  return $ Resources myFont myFont2
+
+initializeDisplay :: IO ()
+initializeDisplay =
+   -- Initialise SDL
+  SDL.init [InitEverything]
+
+initGraphs :: Resources -> IO ()
+initGraphs _res = do
+  screen <- SDL.setVideoMode (round width) (round height) 32 [SWSurface]
+  SDL.setCaption "Voldemort" ""
+
+  -- Important if we want the keyboard to work right (I don't know
+  -- how to make it work otherwise)
+  SDL.enableUnicode True
+
+  -- Hide mouse
+  SDL.showCursor True
+
+  return ()
+
+render :: Resources -> GameState -> IO()
+render resources shownState = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  let format = surfaceGetPixelFormat screen
+  bgColor <- mapRGB format 0x37 0x16 0xB4
+  fillRect screen Nothing bgColor
+
+  displayInfo screen resources (gameInfo shownState)
+
+  mapM_ (paintObject screen resources ) $ gameObjects shownState
+
+  -- Double buffering
+  SDL.flip screen
+
+-- * Painting functions
+displayInfo :: Surface -> Resources -> GameInfo -> IO()
+displayInfo screen resources over =
+  printAlignRight screen resources
+    ("Time: " ++ printf "%.3f" (gameTime over)) (10,50)
+
+paintObject :: Surface -> Resources -> Object -> IO ()
+paintObject screen resources object =
+  case objectKind object of
+    (Side {}) -> return ()
+    _         -> do
+      let (px,py)  = (\(u,v) -> (u, gameHeight - v)) (objectPos object)
+      let (x,y)    = (round *** round) (px,py)
+          (vx,vy)  = objectVel object
+          (x',y')  = (round *** round) ((px,py) ^+^ (0.1 *^ (vx, -vy)))
+      _ <- SDLP.filledCircle screen x y ballSize (SDL.Pixel ballColor)
+      _ <- SDLP.line screen x y x' y' (SDL.Pixel velColor)
+
+      -- Print position
+      let font = miniFont resources
+      message <- TTF.renderTextSolid font (show $ (round *** round) (objectPos object)) fontColor
+      let w           = SDL.surfaceGetWidth  message
+          h           = SDL.surfaceGetHeight message
+          (x'',y'')   = (round *** round) (px,py)
+          rect        = SDL.Rect (x''+30) (y''-30) w h
+      SDL.blitSurface message Nothing screen (Just rect)
+      return ()
+
+-- * Render text with alignment
+printAlignRight :: Surface -> Resources -> String -> (Int, Int) -> IO ()
+printAlignRight screen resources msg (x,y) = void $ do
+  let font = resFont resources
+  message <- TTF.renderTextSolid font msg fontColor
+  renderAlignRight screen message (x,y)
+
+-- * SDL Extensions
+renderAlignRight :: Surface -> Surface -> (Int, Int) -> IO ()
+renderAlignRight screen surface (x,y) = void $ do
+  let rightMargin = SDL.surfaceGetWidth screen
+      w           = SDL.surfaceGetWidth  surface
+      h           = SDL.surfaceGetHeight surface
+      rect        = SDL.Rect (rightMargin - x - w) y w h
+  SDL.blitSurface surface Nothing screen (Just rect)
diff --git a/Experiments/collisions/Game.hs b/Experiments/collisions/Game.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Game.hs
@@ -0,0 +1,250 @@
+{-# LANGUAGE Arrows #-}
+-- | This module defines the game as a big Signal Function that transforms a
+-- Signal carrying a Input 'Controller' information into a Signal carrying
+-- 'GameState'.
+--
+-- There is no randomness in the game, the only input is the user's.
+-- 'Controller' is an abstract representation of a basic input device with
+-- position information and a /fire/ button.
+--
+-- The output is defined in 'GameState', and consists of basic information
+-- (points, current level, etc.) and a universe of objects.
+--
+-- Objects are represented as Signal Functions as well ('ObjectSF'). This
+-- allows them to react to user input and change with time.  Each object is
+-- responsible for itself, but it cannot affect others: objects can watch
+-- others, depend on others and react to them, but they cannot /send a
+-- message/ or eliminate other objects. However, if you would like to
+-- dynamically introduce new elements in the game (for instance, falling
+-- powerups that the player must collect before they hit the ground) then it
+-- might be a good idea to allow objects not only to /kill themselves/ but
+-- also to spawn new object.
+--
+-- This module contains two sections:
+--
+--   - A collection of gameplay SFs, which control the core game loop, carry
+--   out collision detection, , etc.
+--
+--   - One SF per game object. These define the elements in the game universe,
+--   which can observe other elements, depend on user input, on previous
+--   collisions, etc.
+--
+-- You may want to read the basic definition of 'GameState', 'Controller' and
+-- 'ObjectSF' before you attempt to go through this module.
+--
+module Game (wholeGame) where
+
+-- External imports
+import FRP.Yampa
+
+-- General-purpose internal imports
+import Data.Extra.VectorSpace
+import Data.IdentityList
+import Physics.TwoDimensions.Collisions
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.GameCollisions
+import Physics.TwoDimensions.Shapes
+
+-- Internal iports
+import Constants
+import GameState
+import Input
+import Objects
+import ObjectSF
+
+-- * General state transitions
+
+-- | Run the game that the player can lose at ('canLose'), until ('switch')
+-- there are no more levels ('outOfLevels'), in which case the player has won
+-- ('wonGame').
+wholeGame :: SF Controller GameState
+wholeGame = gamePlay initialObjects >>> composeGameState
+ where composeGameState :: SF (Objects, Time) GameState
+       composeGameState = arr (second GameInfo >>> uncurry GameState)
+
+-- ** Game with partial state information
+
+-- | Given an initial list of objects, it runs the game, presenting the output
+-- from those objects at all times, notifying any time the ball hits the floor,
+-- and and of any additional points made.
+--
+-- This works as a game loop with a post-processing step. It uses
+-- a well-defined initial accumulator and a traditional feedback
+-- loop.
+--
+-- The internal accumulator holds the last known collisions (discarded at every
+-- iteration).
+
+gamePlay :: ObjectSFs -> SF Controller (Objects, Time)
+gamePlay objs = loopPre [] $
+   -- Process physical movement and detect new collisions
+   proc (i) -> do
+      -- Adapt Input
+      let oi = (uncurry ObjectInput) i
+
+      -- Step
+      -- Each obj processes its movement forward
+      ol  <- ilSeq ^<< parB objs -< oi
+      let cs' = detectCollisions ol
+
+      -- Output
+      elems <- arr elemsIL -< ol
+      tLeft <- time        -< ()
+      returnA -< ((elems, tLeft), cs')
+
+-- * Game objects
+--
+-- | Objects initially present: the walls, the ball, the paddle and the blocks.
+initialObjects :: ObjectSFs
+initialObjects = listToIL $
+    [ objSideRight
+    , objSideTop
+    , objSideLeft
+    , objSideBottom
+    ]
+    ++ objEnemies
+
+-- *** Enemy
+objEnemies :: [ObjectSF]
+objEnemies =
+  [ bouncingBall "enemy1" (300, 300) (360, -350)
+  , bouncingBall "enemy2" (500, 300) (-330, -280)
+  , bouncingBall "enemy3" (200, 100) (-300, -250)
+  , bouncingBall "enemy4" (100, 200) (-200, -150)
+  ]
+-- objEnemies _ =
+--   [ bouncingBall "enemy1" (300, 300) (360,  -350)
+--   , bouncingBall "enemy2" (500, 300) (-300, -250)
+--   , bouncingBall "enemy3" (200, 100) (-300, -250)
+--   , bouncingBall "enemy4" (100, 200) (-200, -150)
+--   , bouncingBall "enemy5" (200, 200) (-300, -150)
+--   , bouncingBall "enemy6" (400, 400) (200,   200)
+--   ]
+
+-- *** Ball
+
+-- A bouncing ball moves freely until there is a collision, then bounces and
+-- goes on and on.
+--
+-- This SF needs an initial position and velocity. Every time
+-- there is a bounce, it takes a snapshot of the point of
+-- collision and corrected velocity, and starts again.
+--
+bouncingBall :: String -> Pos2D -> Vel2D -> ObjectSF
+bouncingBall bid p0 v0 =
+  switch progressAndBounce
+         (uncurry (bouncingBall bid)) -- Somehow it would be clearer like this:
+                                      -- \(p', v') -> bouncingBall p' v')
+ where
+
+       -- Calculate the future tentative position, and
+       -- bounce if necessary.
+       --
+       -- The ballBounce needs the ball SF' input (which has knowledge of
+       -- collisions), so we carry it parallely to the tentative new positions,
+       -- and then use it to detect when it's time to bounce
+
+       --      ==========================    ============================
+       --     -==--------------------->==--->==-   ------------------->==
+       --    / ==                      ==    == \ /                    ==
+       --  --  ==                      ==    ==  X                     ==
+       --    \ ==                      ==    == / \                    ==
+       --     -==----> freeBall' ----->==--->==--------> ballBounce -->==
+       --      ==========================    ============================
+       progressAndBounce = (arr id &&& freeBall') >>> (arr snd &&& ballBounce bid)
+
+       -- Position of the ball, starting from p0 with velicity v0, since the
+       -- time of last switching (or being fired, whatever happened last)
+       -- provided that no obstacles are encountered.
+       freeBall' = freeBall bid p0 v0
+
+-- | Detect if the ball must bounce and, if so, take a snapshot of the object's
+-- current position and velocity.
+--
+-- NOTE: To avoid infinite loops when switching, the initial input is discarded
+-- and never causes a bounce. This works in this game and in this particular
+-- case because the ball never-ever bounces immediately as fired from the
+-- paddle.  This might not be true if a block is extremely close, if you add
+-- flying enemies to the game, etc.
+ballBounce :: String -> SF (ObjectInput, Object) (Event (Pos2D, Vel2D))
+ballBounce bid = noEvent --> ballBounce' bid
+
+-- | Detect if the ball must bounce and, if so, take a snapshot of the object's
+-- current position and velocity.
+--
+-- This does the core of the work, and does not ignore the initial input.
+--
+-- It proceeds by detecting whether any collision affects
+-- the ball's velocity, and outputs a snapshot of the object
+-- position and the corrected velocity if necessary.
+ballBounce' :: String -> SF (ObjectInput, Object) (Event (Pos2D, Vel2D))
+ballBounce' bid = proc (ObjectInput ci cs, o) -> do
+  -- HN 2014-09-07: With the present strategy, need to be able to
+  -- detect an event directly after
+  -- ev <- edgeJust -< changedVelocity "ball" cs
+  let ev = maybeToEvent (changedVelocity bid cs)
+  returnA -< fmap (\v -> (objectPos o, v)) ev
+
+-- | Position of the ball, starting from p0 with velicity v0, since the time of
+-- last switching (that is, collision, or the beginning of time --being fired
+-- from the paddle-- if never switched before), provided that no obstacles are
+-- encountered.
+freeBall :: String -> Pos2D -> Vel2D -> ObjectSF
+freeBall name p0 v0 = proc (ObjectInput ci cs) -> do
+
+  -- Any free moving object behaves like this (but with
+  -- acceleration. This should be in some FRP.NewtonianPhysics
+  -- module)
+  v <- (v0 ^+^) ^<< integral -< gravity
+  p <- (p0 ^+^) ^<< integral -< v
+
+  returnA -< Object { objectName           = name
+                    , objectKind           = Ball ballWidth
+                    , objectPos            = p
+                    , objectVel            = v
+                    , canCauseCollisions   = True
+                    , collisionEnergy      = velTrans
+                    }
+
+-- *** Walls
+
+-- | Walls. Each wall has a side and a position.
+--
+-- NOTE: They are considered game objects instead of having special treatment.
+-- The function that turns walls into 'Shape's for collision detection
+-- determines how big they really are. In particular, this has implications in
+-- ball-through-paper effects (ball going through objects, potentially never
+-- coming back), which can be seen if the FPS suddently drops due to CPU load
+-- (for instance, if a really major Garbage Collection kicks in.  One potential
+-- optimisation is to trigger these with every SF iteration or every rendering,
+-- to decrease the workload and thus the likelyhood of BTP effects.
+objSideRight  :: ObjectSF
+objSideRight  = objWall "rightWall"  RightSide  (gameWidth, 0)
+
+-- | See 'objSideRight'.
+objSideLeft   :: ObjectSF
+objSideLeft   = objWall "leftWall"   LeftSide   (0, 0)
+
+-- | See 'objSideRight'.
+objSideTop    :: ObjectSF
+objSideTop    = objWall "topWall"    TopSide    (0, 0)
+
+-- | See 'objSideRight'.
+objSideBottom :: ObjectSF
+objSideBottom = objWall "bottomWall" BottomSide (0, gameHeight)
+
+-- | Generic wall builder, given a name, a side and its base
+-- position.
+objWall :: ObjectName -> Side -> Pos2D -> ObjectSF
+objWall name side pos = arr $ \(ObjectInput ci cs) ->
+  Object { objectName           = name
+         , objectKind           = Side side
+         , objectPos            = pos
+         , objectVel            = (0,0)
+         , canCauseCollisions   = False
+         , collisionEnergy      = 0
+         }
+
+-- * Auxiliary FRP stuff
+maybeToEvent :: Maybe a -> Event a
+maybeToEvent = maybe noEvent Event
diff --git a/Experiments/collisions/GameState.hs b/Experiments/collisions/GameState.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/GameState.hs
@@ -0,0 +1,36 @@
+-- | The state of the game during execution. It has two
+-- parts: general info (level, points, etc.) and
+-- the actual gameplay info (objects).
+--
+-- Because the game is always in some running state
+-- (there are no menus, etc.) we assume that there's
+-- always some gameplay info, even though it can be
+-- empty.
+module GameState where
+
+-- import FRP.Yampa as Yampa
+
+import Debug.Trace
+import Objects
+import FRP.Yampa (Time)
+
+-- | The running state is given by a bunch of 'Objects' and the current general
+-- 'GameInfo'. The latter contains info regarding the current level, the number
+-- of points, etc.
+--
+-- Different parts of the game deal with these data structures.  It is
+-- therefore convenient to group them in subtrees, even if there's no
+-- substantial difference betweem them.
+data GameState = GameState
+  { gameObjects :: !Objects
+  , gameInfo    :: !GameInfo
+  }
+
+-- | Initial (default) game state.
+neutralGameState :: GameState
+neutralGameState = GameState
+  { gameObjects = []
+  , gameInfo    = GameInfo 0
+  }
+
+data GameInfo = GameInfo { gameTime :: Time }
diff --git a/Experiments/collisions/Graphics/UI/Extra/SDL.hs b/Experiments/collisions/Graphics/UI/Extra/SDL.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Graphics/UI/Extra/SDL.hs
@@ -0,0 +1,40 @@
+module Graphics.UI.Extra.SDL where
+
+import Data.IORef
+import Data.Maybe (isNothing)
+import Graphics.UI.SDL as SDL
+
+-- Auxiliary SDL stuff
+isEmptyEvent :: Event -> Bool
+isEmptyEvent SDL.NoEvent = True
+isEmptyEvent _           = False
+
+initializeTimeRef :: IO (IORef Int)
+initializeTimeRef = do
+  -- Weird shit I have to do to get accurate time!
+  timeRef <- newIORef (0 :: Int)
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+
+  return timeRef
+
+senseTimeRef :: IORef Int -> IO Int
+senseTimeRef timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  return dt
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+milisecsToSecs :: Int -> Double
+milisecsToSecs m = fromIntegral m / 1000
diff --git a/Experiments/collisions/Input.hs b/Experiments/collisions/Input.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Input.hs
@@ -0,0 +1,109 @@
+-- | Defines an abstraction for the game controller and the functions to read
+-- it.
+--
+-- Lower-level devices replicate the higher-level API, and should accomodate to
+-- it. Each device should:
+--
+--    - Upon initialisation, return any necessary information to poll it again.
+--
+--    - Update the controller with its own values upon sensing.
+--
+-- In this case, we only have one:  mouse/keyboard combination.
+--
+module Input where
+
+-- External imports
+import Data.IORef
+import Graphics.UI.SDL as SDL
+
+-- Internal imports
+import Control.Extra.Monad
+import Graphics.UI.Extra.SDL
+
+-- * Game controller
+
+-- | Controller info at any given point.
+data Controller = Controller
+  { controllerPos        :: (Double, Double)
+  , controllerClick      :: Bool
+  , controllerPause      :: Bool
+  , controllerExit       :: Bool
+  , controllerFast       :: Bool
+  , controllerSlow       :: Bool
+  , controllerSuperSlow  :: Bool
+  , controllerFullscreen :: Bool
+  }
+
+-- | Controller info at any given point, plus a pointer
+-- to poll the main device again. This is safe,
+-- since there is only one writer at a time (the device itself).
+newtype ControllerRef =
+  ControllerRef { controllerData :: (IORef Controller, Controller -> IO Controller) }
+
+-- * General API
+
+-- | Initialize the available input devices. This operation
+-- returns a reference to a controller, which enables
+-- getting its state as many times as necessary. It does
+-- not provide any information about its nature, abilities, etc.
+initializeInputDevices :: IO ControllerRef
+initializeInputDevices = do
+  nr <- newIORef defaultInfo
+  return $ ControllerRef (nr, sdlGetController)
+ where defaultInfo = Controller (0,0) False False False False False False False
+
+-- | Sense from the controller, providing its current
+-- state. This should return a new Controller state
+-- if available, or the last one there was.
+-- 
+-- It is assumed that the sensing function is always
+-- callable, and that it knows how to update the
+-- Controller info if necessary.
+senseInput :: ControllerRef -> IO Controller
+senseInput (ControllerRef (cref, sensor)) =
+  modifyIORefIO cref sensor
+
+type ControllerDev = IO (Maybe (Controller -> IO Controller))
+
+-- * SDL API (mid-level)
+
+-- ** Sensing
+
+-- | Sense the SDL keyboard and mouse and update
+-- the controller. It only senses the mouse position,
+-- the primary mouse button, and the p key to pause
+-- the game.
+--
+-- We need a non-blocking controller-polling function.
+-- TODO: Check http://gameprogrammer.com/fastevents/fastevents1.html
+sdlGetController :: Controller -> IO Controller
+sdlGetController info =
+  foldLoopM info pollEvent (not.isEmptyEvent) ((return .) . handleEvent)
+
+handleEvent :: Controller -> SDL.Event -> Controller
+handleEvent c e =
+  case e of
+    MouseMotion x y _ _                      -> c { controllerPos        = (fromIntegral x, fromIntegral y)}
+    MouseButtonDown _ _ ButtonLeft           -> c { controllerClick      = True }
+    MouseButtonUp   _ _ ButtonLeft           -> c { controllerClick      = False}
+    KeyUp (Keysym { symKey = SDLK_p })       -> c { controllerPause      = not (controllerPause c) }
+    KeyUp (Keysym { symKey = SDLK_f })       -> c { controllerFullscreen = not (controllerFullscreen c) }
+    KeyDown (Keysym { symKey = SDLK_w })     -> c { controllerSuperSlow  = True  }
+    KeyUp   (Keysym { symKey = SDLK_w })     -> c { controllerSuperSlow  = False }
+    KeyDown (Keysym { symKey = SDLK_s })     -> c { controllerSlow       = True  }
+    KeyUp   (Keysym { symKey = SDLK_s })     -> c { controllerSlow       = False }
+    KeyDown (Keysym { symKey = SDLK_x })     -> c { controllerFast       = True  }
+    KeyUp   (Keysym { symKey = SDLK_x })     -> c { controllerFast       = False }
+    KeyDown (Keysym { symKey = SDLK_SPACE }) -> c { controllerClick      = True  }
+    KeyUp (Keysym { symKey = SDLK_SPACE })   -> c { controllerClick      = False }
+    KeyDown (Keysym { symKey = SDLK_ESCAPE}) -> c { controllerExit       = True  }
+    _                                        -> c
+
+
+-- * Aux IOREf
+modifyIORefIO :: IORef a -> (a -> IO a) -> IO a
+modifyIORefIO ref modify = do
+  v <- readIORef ref
+  new <- modify v
+  writeIORef ref new
+  return new
diff --git a/Experiments/collisions/Main.hs b/Experiments/collisions/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Main.hs
@@ -0,0 +1,47 @@
+import Control.Applicative
+import Control.Concurrent
+import Control.Monad
+import Control.Monad.IfElse
+import Data.IORef
+import Debug.Trace
+import FRP.Yampa as Yampa
+import Text.Printf
+
+import Game
+import Display
+import Input
+import Graphics.UI.Extra.SDL
+
+-- TODO: Use MaybeT or ErrorT to report errors
+main :: IO ()
+main = do
+
+  initializeDisplay
+
+  timeRef       <- initializeTimeRef
+  controllerRef <- initializeInputDevices
+  res           <- loadResources
+
+  initGraphs res
+  reactimate (senseInput controllerRef)
+             (\_ -> do
+                -- Get clock and new input
+                mInput <- senseInput controllerRef
+                dtSecs <- senseTime timeRef mInput
+                -- trace ("Time : " ++ printf "%.5f" dtSecs) $
+                return (if controllerPause mInput then 0 else dtSecs, Just mInput)
+             )
+             (\_ (e,c) -> do render res e
+                             -- putStrLn "*********************************************"
+                             return (controllerExit c)
+             )
+             (wholeGame &&& arr id)
+
+type MonadicT m a b = a -> m b
+
+senseTime :: IORef Int -> MonadicT IO Controller DTime
+senseTime timeRef = \mInput ->
+  let tt  = if controllerSlow mInput then (/10) else id
+      tt1 = if controllerSuperSlow mInput then (/100) else tt
+      tt2 = if controllerFast mInput then (*10) else tt1
+  in (tt2 . milisecsToSecs) <$> senseTimeRef timeRef
diff --git a/Experiments/collisions/ObjectSF.hs b/Experiments/collisions/ObjectSF.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/ObjectSF.hs
@@ -0,0 +1,45 @@
+-- | Objects as signal functions.
+--
+-- Live objects in the game take user input and the game universe
+-- and define their state in terms of that. They can remember what
+-- happened (see Yampa's Arrow combinators, which hide continuations),
+-- change their behaviour (see switches in Yampa).
+module ObjectSF where
+
+import FRP.Yampa
+
+import Objects
+import Input
+import Data.IdentityList
+
+-- | Objects are defined as transformations that take 'ObjectInput' signals and
+-- return 'ObjectOutput' signals.
+type ObjectSF = SF ObjectInput Object
+
+-- | In order to determine its new output, an object needs to know the user's
+-- desires ('userInput'), whether there have been any collisions
+-- ('collisions').
+--
+-- The reason for depending on 'Collisions' is that objects may ``change''
+-- when hit (start moving in a different direction).
+data ObjectInput = ObjectInput
+  { userInput    :: Controller
+  , collisions   :: Collisions
+  }
+
+-- -- | What we can see about each live object at each time. It's a
+-- -- snapshot of the object.
+-- data ObjectOutput = ObjectOutput
+--   { outputObject :: Object   -- ^ The object's state (position, shape, etc.).
+--   } 
+
+-- | List of identifiable objects. Used to work with dynamic object
+-- collections.
+type ObjectSFs = IL ObjectSF
+
+-- extractObjects :: Functor f => SF (f ObjectOutput) (f Object)
+-- extractObjects = arr (fmap outputObject)
+-- 
+-- -- | A list of object outputs
+-- type ObjectOutputs = [ObjectOutput]
+-- 
diff --git a/Experiments/collisions/Objects.hs b/Experiments/collisions/Objects.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Objects.hs
@@ -0,0 +1,65 @@
+{-# LANGUAGE TypeSynonymInstances  #-}
+{-# LANGUAGE FlexibleInstances     #-}
+{-# LANGUAGE MultiParamTypeClasses #-}
+-- | Game objects and collisions.
+module Objects where
+
+import Control.Arrow ((***))
+import FRP.Yampa.VectorSpace
+
+import qualified Physics.TwoDimensions.Collisions      as C
+import           Physics.TwoDimensions.Dimensions
+import           Physics.TwoDimensions.PhysicalObjects
+import qualified Physics.TwoDimensions.PhysicalObjects as PO
+import           Physics.TwoDimensions.Shapes
+
+type Collision  = C.Collision ObjectName
+type Collisions = C.Collisions ObjectName
+
+-- * Objects
+
+type Objects = [Object]
+type ObjectName = String
+
+-- | Objects have logical properties (ID, kind, dead, hit), shape properties
+-- (kind), physical properties (kind, pos, vel, acc) and collision properties
+-- (hit, 'canCauseCollisions', energy, displaced).
+data Object = Object { objectName           :: !ObjectName
+                     , objectKind           :: !ObjectKind
+                     , objectPos            :: !Pos2D
+                     , objectVel            :: !Vel2D
+                     , canCauseCollisions   :: !Bool
+                     , collisionEnergy      :: !Double
+                     }
+ deriving (Show)
+
+-- | The kind of object and any size properties.
+data ObjectKind = Ball Double -- radius
+                | Side Side
+  deriving (Show,Eq)
+
+-- Partial function. Object has size.
+objectTopLevelCorner :: Object -> Pos2D
+objectTopLevelCorner object = objectPos object ^-^ half (objectSize object)
+  where half = let h = (/2) in (h *** h)
+
+-- Partial function!
+objectSize :: Object -> Size2D
+objectSize object = case objectKind object of
+  (Ball r) -> let w = 2*r in (w, w)
+
+instance PhysicalObject Object String Shape where
+  physObjectPos       = objectPos
+  physObjectVel       = objectVel
+  physObjectElas      = collisionEnergy
+  physObjectShape     = objShape
+  physObjectCollides  = canCauseCollisions
+  physObjectId        = objectName
+  physObjectUpdatePos = \o p -> o { objectPos = p }
+  physObjectUpdateVel = \o v -> o { objectVel = v }
+
+objShape :: Object -> Shape
+objShape obj = case objectKind obj of
+  Ball r -> Circle p r
+  Side s -> SemiPlane p s
+ where p = objectPos obj
diff --git a/Experiments/collisions/Physics/TwoDimensions/Collisions.hs b/Experiments/collisions/Physics/TwoDimensions/Collisions.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Physics/TwoDimensions/Collisions.hs
@@ -0,0 +1,143 @@
+{-# LANGUAGE FlexibleContexts       #-}
+-- | A trivial collision subsystem.
+--
+-- Based on the physics module, it determines the side of collision
+-- between shapes.
+module Physics.TwoDimensions.Collisions where
+
+import Data.Extra.Num
+import Data.Maybe
+import FRP.Yampa.VectorSpace
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.PhysicalObjects
+import Physics.TwoDimensions.Shapes
+
+-- * Collision points
+data CollisionPoint = CollisionSide  Side
+                    | CollisionAngle Double
+
+-- | Calculates the collision side of a shape
+-- that collides against another.
+--
+-- PRE: the shapes do collide. Use 'overlapShape' to check.
+shapeCollisionPoint :: Shape -> Shape -> CollisionPoint
+shapeCollisionPoint (Circle p1 _) (Circle p2 _) =
+  -- | p1x =~ p2x && p1y >  p2y = CollisionAngle (- pi / 2)
+  -- | p1x =~ p2x && p1y <= p2y = CollisionAngle (pi / 2)
+  -- | otherwise                =
+   CollisionAngle angle
+  where (px,py) = p2 ^-^ p1
+        angle   = atan2 py px
+shapeCollisionPoint (Circle _ _)     (SemiPlane _ s2) = CollisionSide s2
+shapeCollisionPoint (SemiPlane _ s1) (Circle _ _ )    = CollisionSide (oppositeSide s1)
+shapeCollisionPoint (SemiPlane _ _)  (SemiPlane _ s2) = CollisionSide s2
+-- * Collisions
+type Collisions k = [Collision k]
+
+-- | A collision is a list of objects that collided, plus their velocities as
+-- modified by the collision.
+--
+-- Take into account that the same object could take part in several
+-- simultaneous collitions, so these velocities should be added (per object).
+data Collision k = Collision
+  { collisionData :: [(k, Vel2D)] } -- ObjectId x Velocity
+ deriving Show
+
+-- | Detects a collision between one object and another.
+detectCollision :: (PhysicalObject o k Shape) => o -> o -> Maybe (Collision k)
+detectCollision obj1 obj2
+  | overlap obj1 obj2
+  = case (physObjectShape obj1, physObjectShape obj2) of
+      (Circle _ _, Circle _ _) ->
+         if vrn < 0
+           then Just response
+           else Nothing
+      _ -> Just response
+  | otherwise = Nothing
+
+ where response  = collisionResponseObj obj1 obj2
+       colNormal = normalize (physObjectPos obj1 ^-^ physObjectPos obj2)
+       relativeP = physObjectPos obj1 ^-^ physObjectPos obj2
+       relativeV = physObjectVel obj1 ^-^ physObjectVel obj2
+       vrn       = relativeV `dot` relativeP
+       -- NOTE: See Henrik's comment to the main game.
+
+overlap :: PhysicalObject o k Shape => o -> o -> Bool
+overlap obj1 obj2 =
+  overlapShape (physObjectShape obj1) (physObjectShape obj2)
+
+collisionPoint :: PhysicalObject o k Shape => o -> o -> CollisionPoint
+collisionPoint obj1 obj2 =
+  shapeCollisionPoint (physObjectShape obj1) (physObjectShape obj2)
+
+collisionResponseObj :: PhysicalObject o k Shape => o -> o -> Collision k
+collisionResponseObj o1 o2 = Collision $
+    map objectToCollision [(o1, collisionPt, o2), (o2, collisionPt', o1)]
+  where collisionPt  = collisionPoint o1 o2
+        collisionPt' = collisionPoint o2 o1
+        objectToCollision (o,pt,o') =
+          (physObjectId o,
+           correctVel (physObjectPos o) (physObjectPos o')
+                      (physObjectVel o) (physObjectVel o')
+                      pt (physObjectElas o))
+
+correctVel :: Pos2D -> Pos2D -> Vel2D -> Vel2D -> CollisionPoint -> Double -> Vel2D
+-- Specialised cases: just more optimal execution
+correctVel _p1 _p2 v1      _          _                           0 = v1
+-- Collision against a wall
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  TopSide)    e = (e * v1x, e * ensurePos v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  BottomSide) e = (e * v1x, e * ensureNeg v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  LeftSide)   e = (e * ensurePos v1x, e * v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  RightSide)  e = (e * ensureNeg v1x, e * v1y)
+-- General case
+correctVel p1 p2 (v1x,v1y) (v2x, v2y) (CollisionAngle _) e = (v1x, v1y) ^+^ ((e * j) *^ colNormal)
+  where colNormal = normalize (p1 ^-^ p2)
+        relativeV = (v1x,v1y) ^-^ (v2x,v2y)
+        vrn       = relativeV `dot` colNormal
+        j         = (-1) *^ vrn / (colNormal `dot` colNormal)
+
+-- | Return the new velocity as changed by the collection of collisions.
+--
+-- HN 2014-09-07: New interface to collision detection.
+--
+-- The assumption is that collision detection happens globally and that the
+-- changed velocity is figured out for each object involved in a collision
+-- based on the properties of all objects involved in any specific interaction.
+-- That may not be how it works now, but the interface means it could work
+-- that way. Even more physical might be to figure out the impulsive force
+-- acting on each object.
+--
+-- However, the whole collision infrastructure should be revisited.
+--
+-- - Statefulness ("edge") might make it more robust.
+--
+-- - Think through how collision events are going to be communicated
+--   to the objects themselves. Maybe an input event is the natural
+--   thing to do. Except then we have to be careful to avoid switching
+--   again immediately after one switch.
+--
+-- - Should try to avoid n^2 checks. Maybe some kind of quad-trees?
+--   Maybe spawning a stateful collision detector when two objects are
+--   getting close? Cf. the old tail-gating approach.
+-- - Maybe a collision should also carry the identity of the object
+--   one collieded with to facilitate impl. of "inCollisionWith".
+--
+changedVelocity :: Eq n => n -> Collisions n -> Maybe Vel2D
+changedVelocity name cs =
+    case concatMap (filter ((== name) . fst) . collisionData) cs of
+        [] -> Nothing
+        -- vs -> Just (foldl (^+^) (0,0) (map snd vs))
+        (_, v') : _ -> Just v'
+
+-- | True if the velocity of the object has been changed by any collision.
+inCollision :: Eq n => n -> Collisions n -> Bool
+inCollision name cs = isJust (changedVelocity name cs)
+
+-- | True if the two objects are colliding with one another.
+inCollisionWith :: Eq n => n -> n -> Collisions n -> Bool
+inCollisionWith nm1 nm2 cs = any both cs
+    where
+        both (Collision nmvs) =
+            any ((== nm1) . fst) nmvs
+            && any ((== nm2) . fst) nmvs
+
diff --git a/Experiments/collisions/Physics/TwoDimensions/Dimensions.hs b/Experiments/collisions/Physics/TwoDimensions/Dimensions.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Physics/TwoDimensions/Dimensions.hs
@@ -0,0 +1,9 @@
+-- | Physical dimensions used all over the game. They are just type synonyms,
+-- but it's best to use meaningful names to make our type signatures more
+-- meaningful.
+module Physics.TwoDimensions.Dimensions where
+
+type Size2D = (Double, Double)
+type Pos2D  = (Double, Double)
+type Vel2D  = (Double, Double)
+type Acc2D  = (Double, Double)
diff --git a/Experiments/collisions/Physics/TwoDimensions/GameCollisions.hs b/Experiments/collisions/Physics/TwoDimensions/GameCollisions.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Physics/TwoDimensions/GameCollisions.hs
@@ -0,0 +1,59 @@
+{-# LANGUAGE FlexibleContexts #-}
+-- | A very rudimentary collision system.
+--
+-- It compares every pair of objects, trying to determine if there is a
+-- collision between the two of them.
+--
+-- NOTE: In order to minimize the number of comparisons, only moving objects
+-- are tested (against every game object). That's only 2 objects right now
+-- (making it almost linear in complexity), but it could easily grow and become
+-- too slow.
+--
+module Physics.TwoDimensions.GameCollisions where
+
+import           Data.List
+import           Data.Maybe
+import           Data.IdentityList
+import           Physics.TwoDimensions.Collisions
+import qualified Physics.TwoDimensions.Collisions      as C
+import           Physics.TwoDimensions.PhysicalObjects
+import           Physics.TwoDimensions.Shapes
+
+-- | Given a list of objects, it detects all the collisions between them.
+--
+-- Note: this is a simple n*m-complex algorithm, with n the
+-- number of objects and m the number of moving objects (right now,
+-- only 2).
+--
+detectCollisions :: (Eq n , PhysicalObject o n Shape) => IL o -> Collisions n
+detectCollisions = detectCollisionsH
+ where detectCollisionsH objsT = flattened
+         where -- Eliminate empty collision sets
+               -- TODO: why is this really necessary?
+               flattened = filter (\(C.Collision n) -> not (null n)) collisions
+
+               -- Detect collisions between moving objects and any other objects
+               collisions = detectCollisions' objsT moving
+
+               -- Partition the object space between moving and static objects
+               (moving, _static) = partition (physObjectCollides.snd) $ assocsIL objsT
+
+-- | Detect collisions between each moving object and
+-- every other object.
+detectCollisions' :: (Eq n, PhysicalObject o n Shape) => IL o -> [(ILKey, o)] -> [Collision n]
+detectCollisions' objsT ms = concatMap (detectCollisions'' objsT) ms
+
+-- | Detect collisions between one specific moving object and every existing
+-- object. Each collision is idependent of the rest (which is not necessarily
+-- what should happen, but since the transformed velocities are eventually
+-- added, there isn't much difference in the end).
+detectCollisions'' :: (Eq n, PhysicalObject o n Shape) => IL o -> (ILKey, o ) -> [Collision n]
+detectCollisions'' objsT m = concatMap (detectCollisions''' m) (assocsIL objsT)
+
+-- | Detect a possible collision between two objects. Uses the object's keys to
+-- distinguish them. Uses the basic 'Object'-based 'detectCollision' to
+-- determine whether the two objects do collide.
+detectCollisions''' :: (Eq n, PhysicalObject o n Shape) => (ILKey, o) -> (ILKey, o) -> [Collision n]
+detectCollisions''' m o
+ | fst m == fst o = []    -- Same object -> no collision
+ | otherwise      = maybeToList (detectCollision (snd m) (snd o))
diff --git a/Experiments/collisions/Physics/TwoDimensions/PhysicalObjects.hs b/Experiments/collisions/Physics/TwoDimensions/PhysicalObjects.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Physics/TwoDimensions/PhysicalObjects.hs
@@ -0,0 +1,16 @@
+{-# LANGUAGE FlexibleContexts       #-}
+{-# LANGUAGE FunctionalDependencies #-}
+{-# LANGUAGE MultiParamTypeClasses  #-}
+module Physics.TwoDimensions.PhysicalObjects where
+
+import Physics.TwoDimensions.Dimensions
+
+class Eq b => PhysicalObject a b c | a -> b, a -> c where
+  physObjectPos       :: a -> Pos2D
+  physObjectVel       :: a -> Vel2D
+  physObjectElas      :: a -> Double
+  physObjectShape     :: a -> c
+  physObjectCollides  :: a -> Bool
+  physObjectId        :: a -> b
+  physObjectUpdatePos :: a -> Pos2D -> a
+  physObjectUpdateVel :: a -> Vel2D -> a
diff --git a/Experiments/collisions/Physics/TwoDimensions/Shapes.hs b/Experiments/collisions/Physics/TwoDimensions/Shapes.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Physics/TwoDimensions/Shapes.hs
@@ -0,0 +1,45 @@
+-- | A very simple physics subsytem. It currently detects shape
+-- overlaps only, the actual physics movement is carried out
+-- in Yampa itself, as it is very simple using integrals and
+-- derivatives.
+module Physics.TwoDimensions.Shapes where
+
+import FRP.Yampa.VectorSpace
+import Physics.TwoDimensions.Dimensions
+
+-- | Side of a rectangle
+data Side = TopSide | BottomSide | LeftSide | RightSide
+  deriving (Eq,Show)
+
+-- | Opposite side
+--
+-- If A collides with B, the collision sides on
+-- A and B are always opposite.
+oppositeSide :: Side -> Side
+oppositeSide TopSide    = BottomSide
+oppositeSide BottomSide = TopSide
+oppositeSide LeftSide   = RightSide
+oppositeSide RightSide  = LeftSide
+
+data Shape = -- Rectangle Pos2D Size2D -- A corner and the whole size
+             Circle    Pos2D Double -- Position and radius
+           | SemiPlane Pos2D Side   -- 
+
+-- | Detects if two shapes overlap.
+--
+-- Rectangles: overlap if projections on both axis overlap,
+-- which happens if x distance between centers is less than the sum
+-- of half the widths, and the analogous for y and the heights.
+
+overlapShape :: Shape -> Shape -> Bool
+overlapShape (Circle p1 s1) (Circle p2 s2) = (dist - (s1 + s2)) < sigma
+  where (dx, dy) = p2 ^-^ p1
+        dist     = sqrt (dx**2 + dy**2)
+        sigma    = 1
+overlapShape (Circle (p1x,p1y) s1) (SemiPlane (px,py) side) = case side of
+  LeftSide   -> p1x - s1 <= px
+  RightSide  -> p1x + s1 >= px
+  TopSide    -> p1y - s1 <= py
+  BottomSide -> p1y + s1 >= py
+overlapShape s@(SemiPlane _ _) c@(Circle _ _) = overlapShape c s
+overlapShape _                 _              = False -- Not really, it's just that we don't care
diff --git a/Experiments/collisions/Resources.hs b/Experiments/collisions/Resources.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/collisions/Resources.hs
@@ -0,0 +1,10 @@
+module Resources where
+
+import qualified Graphics.UI.SDL.TTF       as TTF
+
+-- import Game.Audio
+
+data Resources = Resources
+  { resFont  :: TTF.Font
+  , miniFont :: TTF.Font
+  }
diff --git a/Experiments/dumbplayer/Main.hs b/Experiments/dumbplayer/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/dumbplayer/Main.hs
@@ -0,0 +1,170 @@
+{-# LANGUAGE Arrows #-}
+import Graphics.UI.SDL as SDL
+import FRP.Yampa       as Yampa
+import Data.IORef
+import Debug.Trace
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  controllerRef <- newIORef $ Controller False False False False -- (Controller Nothing)
+  reactimate (initGraphs >> readIORef controllerRef)
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                mInput <- sdlGetController controllerRef
+                -- print (mInput)
+                return (dtSecs, Just mInput)
+             )
+             (\_ e -> display ((0,0),e) >> return False)
+             (player initialPos)
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 100
+  return dtSecs
+
+-- We need a non-blocking controller-polling function.
+sdlGetController :: IORef Controller -> IO Controller
+sdlGetController controllerState = do
+  state <- readIORef controllerState
+  e    <- pollEvent
+  case e of
+    KeyDown v | keyDirection v -> updateControllerState controllerState v True  >> sdlGetController controllerState
+    KeyUp   v | keyDirection v -> updateControllerState controllerState v False >> sdlGetController controllerState
+    _                           -> return state
+
+keyDirection :: Keysym -> Bool
+keyDirection (Keysym SDLK_w _ _) = True
+keyDirection (Keysym SDLK_s _ _) = True
+keyDirection (Keysym SDLK_a _ _) = True
+keyDirection (Keysym SDLK_d _ _) = True
+keyDirection _              = False
+
+updateControllerState :: IORef Controller -> Keysym -> Bool -> IO ()
+updateControllerState stateRef input state = modifyIORef stateRef (applyInput input state)
+
+applyInput :: Keysym -> Bool -> Controller -> Controller
+applyInput input apply c = keyF input apply
+ where keyF (Keysym SDLK_w _ _) s = c { controllerUp    = s }
+       keyF (Keysym SDLK_a _ _) s = c { controllerLeft  = s }
+       keyF (Keysym SDLK_s _ _) s = c { controllerDown  = s }
+       keyF (Keysym SDLK_d _ _) s = c { controllerRight = s }
+
+
+data Controller = Controller
+ { controllerUp    :: Bool
+ , controllerDown  :: Bool
+ , controllerLeft  :: Bool
+ , controllerRight :: Bool
+ }
+
+getVelocity :: Controller -> (Double, Double)
+getVelocity rc = (rx, ry)
+ where ry = rup + rdown
+       rx = rleft + rright
+       rup    = if controllerUp rc    then -1 else 0
+       rdown  = if controllerDown rc  then 1  else 0
+       rleft  = if controllerLeft rc  then -1 else 0
+       rright = if controllerRight rc then 1  else 0
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- SDL.setVideoMode width height 16 [SWSurface]
+  SDL.setCaption "Test" ""
+
+  -- Important if we want the keyboard to work right (I don't know
+  -- how to make it work otherwise)
+  SDL.enableUnicode True
+
+display :: ((Double, Double),(Double, Double)) -> IO()
+display ((boxY,_), (playerX, playerY)) = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Paint screen green
+  let format = surfaceGetPixelFormat screen
+  green <- mapRGB format 0 0xFF 0
+  fillRect screen Nothing green
+
+  -- Paint small red square, at an angle 'angle' with respect to the center
+  red <- mapRGB format 0xFF 0 0
+  let side = 10
+      x = (width - side) `div` 2
+      y = round boxY
+  fillRect screen (Just (Rect x y side side)) red
+
+  drawPlayer screen (round playerX, round playerY)
+
+  -- Double buffering
+  SDL.flip screen
+
+drawPlayer surface (playerX, playerY) = do
+  let format = surfaceGetPixelFormat surface
+  red <- mapRGB format 0xFF 0 0
+  let side = 10
+      x = playerX
+      y = playerY
+  fillRect surface (Just (Rect x y side side)) red
+
+-- |  Moves by default using playerProgress, unless the player is
+-- slowing down and barely moving, in which case we discard any
+-- remanent velocity and reinitiate the player from the new position.
+player :: (Double, Double) -> SF Controller (Double, Double)
+player p0 = switch (playerProgress p0 >>> (arr fst &&& isTooSmall)) player
+ where isTooSmall :: SF ((Double, Double), (Double, Double)) (Yampa.Event (Double, Double))
+       isTooSmall = proc (pos,diffV) -> do
+           derivV <- derivative -< diffV
+           returnA -< if shouldStop diffV derivV
+                         then Yampa.Event pos
+                         else Yampa.NoEvent
+
+shouldStop :: (Double, Double) -> (Double, Double) -> Bool
+shouldStop (dx, dy) (diffVX, diffVY) =
+  abs dx < margin && abs dy < margin                -- Small movement
+  && sign dx * diffVX <= 0 && diffVY * sign dy <= 0 -- Slowing down
+  && (abs dy > 0 || abs dx > 0)                     -- But moving (break in switch loop)
+ where margin = 0.1
+
+playerProgress :: (Double, Double) -> SF Controller ((Double, Double), (Double, Double))
+playerProgress p0 = proc (c) -> do
+  rec let acc = getVelocity c               -- Acceleration (depends on user input)
+      v     <- integral -< acc              -- Velocity according to user input
+      vdiff <- integral -< 0.1 *^ vtotal    -- "Air" resistance (note: I get strange flickers with exponentiation)
+      let vtotal = v ^-^ vdiff              -- Subtract resistance from velocity (FIXME: make sure we don't move back")
+      p <- (p0 ^+^) ^<< integral -< vtotal  -- Add to initial position
+  returnA -< (p, vtotal)
+
+-- | FIXME: the old code (commented out) contains a "bug" that makes
+-- it misbehave when you change direction twice without stopping.
+-- But this code does not guarantee that resistance is not greater than
+-- current velocity, which means that (theoretically) it could drag the
+-- player back even if it's stopped. I don't know if that can happen
+-- because I don't understand how rec works above (but I wrote the thing ;)
+-- applyResistance :: (Double, Double) -> (Double, Double) -> (Double, Double)
+-- applyResistance (vx, vy) (vdx, vdy) = (vx', vy')
+--  where vx' = if abs vdx > abs vx then 0 else (vx - vdx)
+--        vy' = if abs vdy > abs vy then 0 else (vy - vdy)
+
+sign :: Double -> Double
+sign d | d < 0     = -1
+       | otherwise = 1
+
+initialPos = (fromIntegral width/2, fromIntegral height/2)
diff --git a/Experiments/player/Main.hs b/Experiments/player/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/player/Main.hs
@@ -0,0 +1,209 @@
+{-# LANGUAGE Arrows #-}
+import Control.Monad
+import Data.IORef
+import Data.Maybe
+import Debug.Trace
+import FRP.Yampa                  as Yampa
+import FRP.Yampa.Switches         as Yampa
+import Graphics.UI.SDL            as SDL
+import Graphics.UI.SDL.Primitives as SDL
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  controllerRef <- newIORef defaultController
+  reactimate (initGraphs >> readIORef controllerRef)
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                mInput <- sdlGetController controllerRef
+                -- print (mInput)
+                return (dtSecs, Just mInput)
+             )
+             (\_ e -> display e >> return False)
+             (dlSwitch [player] >>> arr composeWorld)
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 100
+  return dtSecs
+
+-- We need a non-blocking controller-polling function.
+sdlGetController :: IORef Controller -> IO Controller
+sdlGetController controllerState = do
+  state <- readIORef controllerState
+  e    <- pollEvent
+  case e of
+
+    -- Update position
+    MouseMotion x y _ _ -> do
+      writeIORef controllerState (state { controllerPos = (fromIntegral x, fromIntegral y)})
+      sdlGetController controllerState
+
+    -- Fire 1
+    MouseButtonDown x y ButtonLeft -> do
+      writeIORef controllerState (state { controllerFire1 = True })
+      sdlGetController controllerState
+
+    MouseButtonUp x y ButtonLeft -> do
+      writeIORef controllerState (state { controllerFire1 = False })
+      sdlGetController controllerState
+
+    MouseButtonDown x y ButtonRight -> do
+      writeIORef controllerState (state { controllerFire2 = True })
+      sdlGetController controllerState
+
+    MouseButtonUp x y ButtonRight -> do
+      writeIORef controllerState (state { controllerFire2 = False })
+      sdlGetController controllerState
+
+    _                   -> return state
+
+data Controller = Controller
+ { controllerPos   :: (Double, Double)
+ , controllerFire1 :: Bool
+ , controllerFire2 :: Bool
+ }
+
+defaultController :: Controller
+defaultController = Controller (0, 0) False False
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- SDL.setVideoMode width height 16 [SWSurface]
+  SDL.setCaption "Test" ""
+
+  -- Important if we want the keyboard to work right (I don't know
+  -- how to make it work otherwise)
+  SDL.enableUnicode True
+
+display :: World -> IO()
+display world = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Necessary colors
+  let format = surfaceGetPixelFormat screen
+  red      <- mapRGB format  0xFF 0    0
+  green    <- mapRGB format  0x87 0xFF 0x87
+  blue     <- mapRGB format  0    0    0xFF
+  otherRed <- mapRGBA format 0xFF 0xFF 0x00 0xFF
+
+  -- Paint screen green
+  fillRect screen Nothing green
+
+  -- Paint small red square
+  case worldPlayer world of
+    Just (Player (playerX, playerY)) -> void $ do
+      let side = 10
+          x = round playerX
+          y = round playerY
+      fillRect screen (Just (Rect x y side side)) red
+    _ -> return ()
+
+  -- Paint vertical lines for all fire arrows
+  let paintFire f = do
+        let fireColor = if fireSticky f then blue else otherRed
+            (x0,y0)   = fireOrigin f
+            (x1,y1)   = fireTip    f
+            (dx, dy)  = (3, y0-y1)
+            (x1', y1') = (round x1, round y1)
+            (x0', y0', dx', dy') = (round x0 - 1, round y0, round dx, round dy)
+        fillRect screen (Just (Rect x1' y1' dx' dy')) fireColor
+        print f
+        -- vLine screen x0'     y0' y1' fireColor
+        -- vLine screen (x0'+1) y0' y1' fireColor
+        -- vLine screen (x0'+2) y0' y1' fireColor
+
+  mapM_ paintFire (worldFires world)
+
+  -- Double buffering
+  SDL.flip screen
+
+data World = World
+  { worldPlayer :: Maybe Player
+  , worldFires  :: [Fire]
+  }
+
+composeWorld :: [Object] -> World
+composeWorld objs = World pl fs
+ where pl = listToMaybe $ mapMaybe objectPlayer objs
+       fs = mapMaybe objectFire objs
+
+objectPlayer :: Object -> Maybe Player
+objectPlayer (ObjectPlayer pl) = Just pl
+objectPlayer _                 = Nothing
+
+objectFire :: Object -> Maybe Fire
+objectFire (ObjectFire pl) = Just pl
+objectFire _               = Nothing
+
+data Object = ObjectPlayer Player
+            | ObjectFire   Fire
+ deriving Show
+
+data Player = Player { playerPos :: (Double, Double) }
+ deriving Show
+
+data Fire = Fire   { fireOrigin :: (Double, Double)
+                   , fireTip    :: (Double, Double)
+                   , fireSticky :: Bool
+                   }
+ deriving Show
+
+-- | A player that may die or spawn new objects.
+player :: ListSF Controller Object
+player = ListSF $ proc (Controller p f1 f2) -> do
+
+  let this = ObjectPlayer $ Player p
+  newF1 <- isEvent ^<< edge -< f1
+  newF2 <- isEvent ^<< edge -< f2
+
+  let newF1Arrows = [ fire p False | newF1 ]
+      newF2Arrows = [ fire p True  | newF2 ]
+      allArrows   = newF1Arrows ++ newF2Arrows
+
+  returnA -< (this, False, allArrows)
+
+ where initialPos = (fromIntegral width / 2, fromIntegral height / 2)
+
+-- | This produces bullets that die when they hit the top of the screen.
+-- There's sticky bullets and normal bullets. Sticky bullets get stuck for a
+-- while before they die.
+fire :: (Double, Double) -> Bool -> ListSF Controller Object
+fire (x0, y0) sticky = ListSF $ proc _ -> do
+  let v0 = -10
+
+  -- Calculate tip of arrow
+  yT <- (y0+) ^<< integral -< v0
+  let y = max 0 yT
+
+  -- Delay death if the fire is "sticky"
+  hit <- switch (constant noEvent &&& (arr (<= 0) >>> edge))
+                (\_ -> stickyDeath sticky)
+      -< y
+  let dead = isEvent hit
+
+  let object = ObjectFire $ Fire (x0, y0) (x0, y) sticky
+
+  returnA -< (object, dead, [])
+
+stickyDeath True  = after 30 ()
+stickyDeath False = constant (Event ())
diff --git a/Experiments/split/Main.hs b/Experiments/split/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/split/Main.hs
@@ -0,0 +1,207 @@
+{-# LANGUAGE Arrows #-}
+import Graphics.UI.SDL as SDL
+import FRP.Yampa       as Yampa
+import Data.IORef
+import Debug.Trace
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  controllerRef <- newIORef $ Controller False False False False False
+  reactimate (initGraphs >> readIORef controllerRef)
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                mInput <- sdlGetController controllerRef
+                -- print (mInput)
+                return (dtSecs, Just mInput)
+             )
+             (\_ e -> display ((0,0), fst e) >> return False)
+             (bounce initialPos)
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 100
+  return dtSecs
+
+-- We need a non-blocking controller-polling function.
+sdlGetController :: IORef Controller -> IO Controller
+sdlGetController controllerState = do
+  state <- readIORef controllerState
+  e    <- pollEvent
+  case e of
+    KeyDown v | keyDirection v -> updateControllerState controllerState v True  >> sdlGetController controllerState
+    KeyUp   v | keyDirection v -> updateControllerState controllerState v False >> sdlGetController controllerState
+    _                           -> return state
+
+keyDirection :: Keysym -> Bool
+keyDirection (Keysym SDLK_w _ _) = True
+keyDirection (Keysym SDLK_s _ _) = True
+keyDirection (Keysym SDLK_a _ _) = True
+keyDirection (Keysym SDLK_d _ _) = True
+keyDirection _              = False
+
+updateControllerState :: IORef Controller -> Keysym -> Bool -> IO ()
+updateControllerState stateRef input state = modifyIORef stateRef (applyInput input state)
+
+applyInput :: Keysym -> Bool -> Controller -> Controller
+applyInput input apply c = keyF input apply
+ where keyF (Keysym SDLK_w _ _) s = c { controllerUp    = s }
+       keyF (Keysym SDLK_a _ _) s = c { controllerLeft  = s }
+       keyF (Keysym SDLK_s _ _) s = c { controllerDown  = s }
+       keyF (Keysym SDLK_d _ _) s = c { controllerRight = s }
+       keyF (Keysym SDLK_SPACE _ _) s = c { controllerRight = s }
+
+
+data Controller = Controller
+ { controllerUp    :: Bool
+ , controllerDown  :: Bool
+ , controllerLeft  :: Bool
+ , controllerRight :: Bool
+ , controllerFire  :: Bool
+ }
+
+getVelocity :: Controller -> (Double, Double)
+getVelocity rc = (rx, ry)
+ where ry = rup + rdown
+       rx = rleft + rright
+       rup    = if controllerUp rc    then -1 else 0
+       rdown  = if controllerDown rc  then 1  else 0
+       rleft  = if controllerLeft rc  then -1 else 0
+       rright = if controllerRight rc then 1  else 0
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- SDL.setVideoMode width height 16 [SWSurface]
+  SDL.setCaption "Test" ""
+
+  -- Important if we want the keyboard to work right (I don't know
+  -- how to make it work otherwise)
+  SDL.enableUnicode True
+
+display :: ((Double, Double),(Double, Double)) -> IO()
+display ((boxY,_), (playerX, playerY)) = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Paint screen green
+  let format = surfaceGetPixelFormat screen
+  green <- mapRGB format 0 0xFF 0
+  fillRect screen Nothing green
+
+  -- Paint small red square, at an angle 'angle' with respect to the center
+  red <- mapRGB format 0xFF 0 0
+  let side = 10
+      x = (width - side) `div` 2
+      y = round boxY
+  fillRect screen (Just (Rect x y side side)) red
+
+  drawPlayer screen (round playerX, round playerY)
+
+  -- Double buffering
+  SDL.flip screen
+
+drawPlayer surface (playerX, playerY) = do
+  let format = surfaceGetPixelFormat surface
+  red <- mapRGB format 0xFF 0 0
+  let side = 10
+      x = playerX
+      y = playerY
+  fillRect surface (Just (Rect x y side side)) red
+
+-- |  Moves by default using playerProgress, unless the player is
+-- slowing down and barely moving, in which case we discard any
+-- remanent velocity and reinitiate the player from the new position.
+player :: (Pos2, (Double, Double)) -> SF Controller (Pos2, (Double, Double))
+player (p0, v0) = switch (playerProgress (p0, v0) >>> (arr id &&& isTooSmall)) player
+ where isTooSmall :: SF ((Double, Double), (Double, Double)) (Yampa.Event ((Double, Double), Pos2))
+       isTooSmall = proc (pos,diffV) -> do
+           derivV <- derivative -< diffV
+           returnA -< if shouldStop diffV derivV
+                         then Yampa.Event (pos, derivV)
+                         else Yampa.NoEvent
+
+shouldStop :: (Double, Double) -> (Double, Double) -> Bool
+shouldStop (dx, dy) (diffVX, diffVY) =
+  abs dx < margin && abs dy < margin                -- Small movement
+  && sign dx * diffVX <= 0 && diffVY * sign dy <= 0 -- Slowing down
+  && (abs dy > 0 || abs dx > 0)                     -- But moving (break in switch loop)
+ where margin = 0.1
+
+playerProgress :: (Pos2, Pos2) -> SF Controller ((Double, Double), (Double, Double))
+playerProgress (p0, v0) = proc (c) -> do
+  rec let acc = getVelocity c               -- Acceleration (depends on user input)
+      v     <- integral -< acc              -- Velocity according to user input
+      vdiff <- integral -< 0.1 *^ vtotal    -- "Air" resistance (note: I get strange flickers with exponentiation)
+      let vtotal = v0 ^+^ v ^-^ vdiff              -- Subtract resistance from velocity (FIXME: make sure we don't move back")
+      p <- (p0 ^+^) ^<< integral -< vtotal  -- Add to initial position
+  returnA -< (p, vtotal)
+
+-- | FIXME: the old code (commented out) contains a "bug" that makes
+-- it misbehave when you change direction twice without stopping.
+-- But this code does not guarantee that resistance is not greater than
+-- current velocity, which means that (theoretically) it could drag the
+-- player back even if it's stopped. I don't know if that can happen
+-- because I don't understand how rec works above (but I wrote the thing ;)
+-- applyResistance :: (Double, Double) -> (Double, Double) -> (Double, Double)
+-- applyResistance (vx, vy) (vdx, vdy) = (vx', vy')
+--  where vx' = if abs vdx > abs vx then 0 else (vx - vdx)
+--        vy' = if abs vdy > abs vy then 0 else (vy - vdy)
+
+sign :: Double -> Double
+sign d | d < 0     = -1
+       | otherwise = 1
+
+initialPos = (fromIntegral width/2, fromIntegral height/2)
+
+bounce :: Pos2 -> SF Controller (Pos2, Vel2)
+bounce y0 = bounce' y0 (0, 0) -- (-20)
+ where bounce' y vy = -- trace (show (y, vy)) $
+                      switch (player (y,vy) >>> (Yampa.identity &&& hitFrame))
+                             (\(y, vy) -> trace (show vy) $ bounce' y vy)
+       side = 10
+
+-- | Detects whether the ball hits the surrounding frame. This is an adhoc
+-- function with knowledge of:
+-- * Ball shape
+-- * Frame shape
+-- * Ball size
+-- * Rectangular hits, side to side only
+-- For these reasons, it is a subideal solution, very unlikely also subobtimal
+-- also in terms of speed. So, it would be best to switch to real collision
+-- detections with a surrounding frame.
+hitFrame :: SF (Pos2,Vel2) (Yampa.Event (Pos2, Vel2))
+hitFrame = arr hitFrame'
+ where hitFrame' (pos,vel)
+                | hits == (1.0,1.0) = Yampa.NoEvent
+                | otherwise         = Yampa.Event (pos, vel')
+         where hits = foldr mergeHit (1,1) [hitB, hitT, hitL, hitR]
+               hitB = if (y + side) > fromIntegral height && vy > 0.0 then (1, -1) else (1,1)
+               hitT = if y < 0.0 && vy < 0.0                          then (1, -1) else (1,1)
+               hitL = if x < 0.0 && vx < 0.0                          then (-1, 1) else (1,1)
+               hitR = if (x + side) > fromIntegral width && vx > 0.0  then (-1, 1) else (1,1)
+               (x, y)   = pos
+               (vx, vy) = vel
+               mergeHit (p1, p2) (q1, q2) = (p1 * q1, p2 * q2)
+               vel' = (vx * fst hits, vy * snd hits)
+               side = 10
+
+type Pos2 = (Double, Double)
+type Vel2 = (Double, Double)
diff --git a/Experiments/splitballs/Constants.hs b/Experiments/splitballs/Constants.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Constants.hs
@@ -0,0 +1,44 @@
+module Constants where
+
+import Data.Int
+import Data.Word
+import Graphics.UI.SDL as SDL
+
+width :: Double
+width  = 1024
+height :: Double
+height = 600
+
+gameWidth :: Double
+gameWidth = width
+
+gameHeight :: Double
+gameHeight = height
+
+-- Energy transmission between objects in collisions
+velTrans :: Double
+velTrans = 1.00
+
+-- Max speed
+maxVNorm :: Double
+maxVNorm = 500
+
+ballWidth, ballHeight :: Double
+ballWidth  = 25
+ballHeight = 25
+
+ballMargin :: Double
+ballMargin = 3
+
+ballSize :: Int16
+ballSize = 25
+
+-- Colors
+fontColor :: SDL.Color
+fontColor = SDL.Color 228 228 228
+
+ballColor :: Word32
+ballColor = 0xCC0011FF
+
+velColor  :: Word32
+velColor  = 0xCCBBFFFF
diff --git a/Experiments/splitballs/Control/Extra/Monad.hs b/Experiments/splitballs/Control/Extra/Monad.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Control/Extra/Monad.hs
@@ -0,0 +1,19 @@
+module Control.Extra.Monad where
+
+import Control.Monad
+
+whileLoopM :: Monad m => m a -> (a -> Bool) -> (a -> m ()) -> m ()
+whileLoopM val cond act = r'
+  where r' = do v <- val
+                when (cond v) $ do
+                  act v
+                  whileLoopM val cond act
+
+foldLoopM :: Monad m => a -> m b -> (b -> Bool) -> (a -> b -> m a) -> m a
+foldLoopM val sense cond act = r'
+  where r' = do s <- sense
+                if cond s
+                  then do
+                      val' <- act val s
+                      foldLoopM val' sense cond act
+                  else return val
diff --git a/Experiments/splitballs/Data/Extra/Num.hs b/Experiments/splitballs/Data/Extra/Num.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Data/Extra/Num.hs
@@ -0,0 +1,20 @@
+module Data.Extra.Num where
+
+ensurePos :: (Eq a, Num a) => a -> a
+ensurePos e = if signum e == (-1) then negate e else e
+
+ensureNeg :: (Eq a, Num a) => a -> a
+ensureNeg e = if signum e == 1 then negate e else e
+
+class Similar a where
+  sigma :: a -- margin of error
+
+instance Similar Float where
+  sigma = 0.01
+
+instance Similar Double where
+  sigma = 0.01
+
+(=~) :: (Num a, Ord a, Similar a) => a -> a -> Bool
+x =~ y = abs (x - y) < sigma
+
diff --git a/Experiments/splitballs/Data/Extra/VectorSpace.hs b/Experiments/splitballs/Data/Extra/VectorSpace.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Data/Extra/VectorSpace.hs
@@ -0,0 +1,6 @@
+module Data.Extra.VectorSpace where
+
+import FRP.Yampa.VectorSpace
+
+limitNorm :: (Ord s, VectorSpace v s) => v -> s -> v
+limitNorm v mn = if norm v > mn then mn *^ normalize v else v
diff --git a/Experiments/splitballs/Debug.hs b/Experiments/splitballs/Debug.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Debug.hs
@@ -0,0 +1,8 @@
+module Debug where
+
+import Control.Monad (when, void)
+
+import Constants
+
+debug :: Bool -> String -> IO ()
+debug b msg = when b $ putStrLn msg
diff --git a/Experiments/splitballs/Display.hs b/Experiments/splitballs/Display.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Display.hs
@@ -0,0 +1,117 @@
+module Display where
+
+import           Control.Arrow              ((***))
+import           Control.Monad
+import           FRP.Yampa.VectorSpace
+import           Graphics.UI.SDL            as SDL
+import qualified Graphics.UI.SDL.Primitives as SDLP
+import qualified Graphics.UI.SDL.TTF        as TTF
+import           Text.Printf
+
+import Constants
+import GameState
+import Objects
+import Resources
+
+-- | Ad-hoc resource loading
+-- This function is ad-hoc in two senses: first, because it
+-- has the paths to the files hard-coded inside. And second,
+-- because it loads the specific resources that are needed,
+-- so it's not a general, parameterised, scalable solution.
+--
+loadResources :: IO Resources
+loadResources = do
+  -- Font initialization
+  _ <- TTF.init
+
+  -- Load the fonts we need
+  let gameFont = "data/lacuna.ttf"
+  font  <- TTF.openFont gameFont 32 -- 32: fixed size?
+  let myFont = font
+
+  -- Load the fonts we need
+  let gameFont = "data/lacuna.ttf"
+  font2  <- TTF.openFont gameFont 8 -- 32: fixed size?
+  let myFont2 = font2
+
+  -- Return all resources (just the font)
+  return $ Resources myFont myFont2
+
+initializeDisplay :: IO ()
+initializeDisplay =
+   -- Initialise SDL
+  SDL.init [InitEverything]
+
+initGraphs :: Resources -> IO ()
+initGraphs _res = do
+  screen <- SDL.setVideoMode (round width) (round height) 32 [SWSurface]
+  SDL.setCaption "Voldemort" ""
+
+  -- Important if we want the keyboard to work right (I don't know
+  -- how to make it work otherwise)
+  SDL.enableUnicode True
+
+  -- Hide mouse
+  SDL.showCursor True
+
+  return ()
+
+render :: Resources -> GameState -> IO()
+render resources shownState = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  let format = surfaceGetPixelFormat screen
+  bgColor <- mapRGB format 0x37 0x16 0xB4
+  fillRect screen Nothing bgColor
+
+  mapM_ (paintObject screen resources ) $ gameObjects shownState
+
+  displayInfo screen resources (gameInfo shownState)
+
+  -- Double buffering
+  SDL.flip screen
+
+-- * Painting functions
+displayInfo :: Surface -> Resources -> GameInfo -> IO()
+displayInfo screen resources over =
+  printAlignRight screen resources
+    ("Time: " ++ printf "%.3f" (gameTime over)) (10,50)
+
+paintObject :: Surface -> Resources -> Object -> IO ()
+paintObject screen resources object =
+  case objectKind object of
+    (Side {}) -> return ()
+    (Ball ballSize) -> do
+      let (px,py)  = (\(u,v) -> (u, gameHeight - v)) (objectPos object)
+      let (x,y)    = (round *** round) (px,py)
+          (vx,vy)  = objectVel object
+          (x',y')  = (round *** round) ((px,py) ^+^ (0.1 *^ (vx, -vy)))
+      _ <- SDLP.filledCircle screen x y (round ballSize) (SDL.Pixel ballColor)
+      _ <- SDLP.line screen x y x' y' (SDL.Pixel velColor)
+
+      -- Print position
+      let font = miniFont resources
+      message <- TTF.renderTextSolid font (show $ (round *** round) (objectPos object)) fontColor
+      let w           = SDL.surfaceGetWidth  message
+          h           = SDL.surfaceGetHeight message
+          (x'',y'')   = (round *** round) (px,py)
+          rect        = SDL.Rect (x''+30) (y''-30) w h
+      SDL.blitSurface message Nothing screen (Just rect)
+      return ()
+
+-- * Render text with alignment
+printAlignRight :: Surface -> Resources -> String -> (Int, Int) -> IO ()
+printAlignRight screen resources msg (x,y) = void $ do
+  let font = resFont resources
+  message <- TTF.renderTextSolid font msg fontColor
+  renderAlignRight screen message (x,y)
+
+-- * SDL Extensions
+renderAlignRight :: Surface -> Surface -> (Int, Int) -> IO ()
+renderAlignRight screen surface (x,y) = void $ do
+  let rightMargin = SDL.surfaceGetWidth screen
+      w           = SDL.surfaceGetWidth  surface
+      h           = SDL.surfaceGetHeight surface
+      rect        = SDL.Rect (rightMargin - x - w) y w h
+  SDL.blitSurface surface Nothing screen (Just rect)
diff --git a/Experiments/splitballs/Game.hs b/Experiments/splitballs/Game.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Game.hs
@@ -0,0 +1,301 @@
+{-# LANGUAGE Arrows #-}
+-- | This module defines the game as a big Signal Function that transforms a
+-- Signal carrying a Input 'Controller' information into a Signal carrying
+-- 'GameState'.
+--
+-- There is no randomness in the game, the only input is the user's.
+-- 'Controller' is an abstract representation of a basic input device with
+-- position information and a /fire/ button.
+--
+-- The output is defined in 'GameState', and consists of basic information
+-- (points, current level, etc.) and a universe of objects.
+--
+-- Objects are represented as Signal Functions as well ('ObjectSF'). This
+-- allows them to react to user input and change with time.  Each object is
+-- responsible for itself, but it cannot affect others: objects can watch
+-- others, depend on others and react to them, but they cannot /send a
+-- message/ or eliminate other objects. However, if you would like to
+-- dynamically introduce new elements in the game (for instance, falling
+-- powerups that the player must collect before they hit the ground) then it
+-- might be a good idea to allow objects not only to /kill themselves/ but
+-- also to spawn new object.
+--
+-- This module contains two sections:
+--
+--   - A collection of gameplay SFs, which control the core game loop, carry
+--   out collision detection, , etc.
+--
+--   - One SF per game object. These define the elements in the game universe,
+--   which can observe other elements, depend on user input, on previous
+--   collisions, etc.
+--
+-- You may want to read the basic definition of 'GameState', 'Controller' and
+-- 'ObjectSF' before you attempt to go through this module.
+--
+module Game (wholeGame) where
+
+-- External imports
+import FRP.Yampa
+import FRP.Yampa.Switches
+
+-- General-purpose internal imports
+import Data.Extra.VectorSpace
+import Physics.TwoDimensions.Collisions
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.GameCollisions
+import Physics.TwoDimensions.Shapes
+import Physics.TwoDimensions.PhysicalObjects
+
+-- Internal iports
+import Constants
+import GameState
+import Input
+import Objects
+import ObjectSF
+
+-- * General state transitions
+
+-- | Run the game that the player can lose at ('canLose'), until ('switch')
+-- there are no more levels ('outOfLevels'), in which case the player has won
+-- ('wonGame').
+wholeGame :: SF Controller GameState
+wholeGame = gamePlay initialObjects >>> composeGameState
+ where composeGameState :: SF (Objects, Time) GameState
+       composeGameState = arr (second GameInfo >>> uncurry GameState)
+
+-- ** Game with partial state information
+
+-- | Given an initial list of objects, it runs the game, presenting the output
+-- from those objects at all times, notifying any time the ball hits the floor,
+-- and and of any additional points made.
+--
+-- This works as a game loop with a post-processing step. It uses
+-- a well-defined initial accumulator and a traditional feedback
+-- loop.
+--
+-- The internal accumulator holds the last known collisions (discarded at every
+-- iteration).
+
+gamePlay :: [ListSF ObjectInput Object] -> SF Controller (Objects, Time)
+gamePlay objs = loopPre [] $
+   -- Process physical movement and detect new collisions
+   proc (i) -> do
+      -- Adapt Input
+      let oi = (uncurry ObjectInput) i
+
+      -- Step
+      -- Each obj processes its movement forward
+      ol  <- dlSwitch objs -< oi
+      let cs' = detectCollisions ol
+
+      -- Output
+      tLeft <- time        -< ()
+      returnA -< ((ol, tLeft), cs')
+
+-- * Game objects
+--
+-- | Objects initially present: the walls, the ball, the paddle and the blocks.
+initialObjects :: [ListSF ObjectInput Object]
+initialObjects =
+    [ inertSF objSideRight
+    , inertSF objSideTop
+    , inertSF objSideLeft
+    , inertSF objSideBottom
+    ]
+    ++ objEnemies
+
+-- *** Enemy
+objEnemies :: [ListSF ObjectInput Object]
+objEnemies =
+  [ splittingBall ballWidth "enemy1" (300, 300) (360, -350)
+  , splittingBall ballWidth "enemy2" (500, 300) (-330, -280)
+  , splittingBall ballWidth "enemy3" (200, 100) (-300, -250)
+  , splittingBall ballWidth "enemy4" (100, 200) (-200, -150)
+  ]
+
+splittingBall :: Double -> String -> Pos2D -> Vel2D -> ListSF ObjectInput Object
+splittingBall size bid p0 v0 = ListSF $ proc i -> do
+  t         <- localTime                    -< ()
+  bo        <- bouncingBall size bid p0 v0 -< i
+  click     <- edge -< controllerClick (userInput i)
+  let tooSmall    = size <= (ballWidth / 2)
+      shouldSplit = isEvent click
+
+  let offspringSize = (5 * size / 6) -- Or: size
+
+  let offspringID = (bid ++ show t) -- Should be unique or collisions won't work
+
+      offspring = [ splittingBall offspringSize offspringID bpos (0,0)
+                  | shouldSplit && not tooSmall
+                  , let bpos = physObjectPos bo
+                  ]
+
+      dead = shouldSplit && tooSmall
+
+  returnA -< (bo, dead, offspring)
+
+-- *** Ball
+
+-- A bouncing ball moves freely until there is a collision, then bounces and
+-- goes on and on.
+--
+-- This SF needs an initial position and velocity. Every time
+-- there is a bounce, it takes a snapshot of the point of
+-- collision and corrected velocity, and starts again.
+--
+bouncingBall :: Double -> String -> Pos2D -> Vel2D -> ObjectSF
+bouncingBall size bid p0 v0 =
+  switch progressAndBounce
+         (uncurry (bouncingBall size bid)) -- Somehow it would be clearer like this:
+                                           -- \(p', v') -> bouncingBall p' v')
+ where
+
+       -- Calculate the future tentative position, and
+       -- bounce if necessary.
+       --
+       -- The ballBounce needs the ball SF' input (which has knowledge of
+       -- collisions), so we carry it parallely to the tentative new positions,
+       -- and then use it to detect when it's time to bounce
+
+       --      ==========================    ============================
+       --     -==--------------------->==--->==-   ------------------->==
+       --    / ==                      ==    == \ /                    ==
+       --  --  ==                      ==    ==  X                     ==
+       --    \ ==                      ==    == / \                    ==
+       --     -==----> freeBall' ----->==--->==--------> ballBounce -->==
+       --      ==========================    ============================
+       progressAndBounce = (arr id &&& freeBall') >>> (arr snd &&& ballBounce bid)
+
+       -- Position of the ball, starting from p0 with velicity v0, since the
+       -- time of last switching (or being fired, whatever happened last)
+       -- provided that no obstacles are encountered.
+       freeBall' = freeBall size bid p0 v0
+
+-- | Detect if the ball must bounce and, if so, take a snapshot of the object's
+-- current position and velocity.
+--
+-- NOTE: To avoid infinite loops when switching, the initial input is discarded
+-- and never causes a bounce. This works in this game and in this particular
+-- case because the ball never-ever bounces immediately as fired from the
+-- paddle.  This might not be true if a block is extremely close, if you add
+-- flying enemies to the game, etc.
+ballBounce :: String -> SF (ObjectInput, Object) (Event (Pos2D, Vel2D))
+ballBounce bid = noEvent --> ballBounce' bid
+
+-- | Detect if the ball must bounce and, if so, take a snapshot of the object's
+-- current position and velocity.
+--
+-- This does the core of the work, and does not ignore the initial input.
+--
+-- It proceeds by detecting whether any collision affects
+-- the ball's velocity, and outputs a snapshot of the object
+-- position and the corrected velocity if necessary.
+ballBounce' :: String -> SF (ObjectInput, Object) (Event (Pos2D, Vel2D))
+ballBounce' bid = proc (ObjectInput ci cs, o) -> do
+  -- HN 2014-09-07: With the present strategy, need to be able to
+  -- detect an event directly after
+  -- ev <- edgeJust -< changedVelocity "ball" cs
+  let ev = maybeToEvent (changedVelocity bid cs)
+  returnA -< fmap (\v -> (objectPos o, v)) ev
+
+-- | Position of the ball, starting from p0 with velicity v0, since the time of
+-- last switching (that is, collision, or the beginning of time --being fired
+-- from the paddle-- if never switched before), provided that no obstacles are
+-- encountered.
+freeBall :: Double -> String -> Pos2D -> Vel2D -> ObjectSF
+freeBall size name p0 v0 = proc (ObjectInput ci cs) -> do
+
+  -- Integrate acceleration, add initial velocity and cap speed. Resets both
+  -- the initial velocity and the current velocity to (0,0) when the user
+  -- presses the Halt key (hence the dependency on the controller input ci).
+
+  vInit <- startAs v0 -< ci
+  vel   <- vdiffSF    -< (vInit, (0, -100.8), ci)
+
+  -- Any free moving object behaves like this (but with
+  -- acceleration. This should be in some FRP.NewtonianPhysics
+  -- module)
+  pos <- (p0 ^+^) ^<< integral -< vel
+
+  let obj = Object { objectName           = name
+                   , objectKind           = Ball size
+                   , objectPos            = pos
+                   , objectVel            = vel
+                   , canCauseCollisions   = True
+                   , collisionEnergy      = 1
+                   }
+
+  returnA -< obj
+ where -- Spike every time the user presses the Halt key
+       restartCond = spikeOn (arr controllerStop)
+
+       -- Calculate the velocity, restarting when the user
+       -- requests it.
+       vdiffSF = proc (iv, acc, ci) -> do
+                   -- Calculate velocity difference by integrating acceleration
+                   -- Reset calculation when user requests to stop balls
+                   vd <- restartOn (arr fst >>> integral)
+                                   (arr snd >>> restartCond) -< (acc, ci)
+
+                   -- Add initial velocity, and cap the result
+                   v <- arr (uncurry (^+^)) -< (iv, vd)
+                   let vFinal = limitNorm v maxVNorm
+
+                   returnA -< vFinal
+
+       -- Initial velocity, reset when the user requests it.
+       startAs v0  = switch (constant v0 &&& restartCond)
+                            (\_ -> startAs (0,0))
+
+-- *** Walls
+
+-- | Walls. Each wall has a side and a position.
+--
+-- NOTE: They are considered game objects instead of having special treatment.
+-- The function that turns walls into 'Shape's for collision detection
+-- determines how big they really are. In particular, this has implications in
+-- ball-through-paper effects (ball going through objects, potentially never
+-- coming back), which can be seen if the FPS suddently drops due to CPU load
+-- (for instance, if a really major Garbage Collection kicks in.  One potential
+-- optimisation is to trigger these with every SF iteration or every rendering,
+-- to decrease the workload and thus the likelyhood of BTP effects.
+objSideRight  :: ObjectSF
+objSideRight  = objWall "rightWall"  RightSide  (gameWidth, 0)
+
+-- | See 'objSideRight'.
+objSideLeft   :: ObjectSF
+objSideLeft   = objWall "leftWall"   LeftSide   (0, 0)
+
+-- | See 'objSideRight'.
+objSideTop    :: ObjectSF
+objSideTop    = objWall "topWall"    TopSide    (0, 0)
+
+-- | See 'objSideRight'.
+objSideBottom :: ObjectSF
+objSideBottom = objWall "bottomWall" BottomSide (0, gameHeight)
+
+-- | Generic wall builder, given a name, a side and its base
+-- position.
+objWall :: ObjectName -> Side -> Pos2D -> ObjectSF
+objWall name side pos = arr $ \(ObjectInput ci cs) ->
+  Object { objectName           = name
+         , objectKind           = Side side
+         , objectPos            = pos
+         , objectVel            = (0,0)
+         , canCauseCollisions   = False
+         , collisionEnergy      = 0
+         }
+
+-- * Auxiliary FRP stuff
+maybeToEvent :: Maybe a -> Event a
+maybeToEvent = maybe noEvent Event
+
+inertSF :: SF a b -> ListSF a b
+inertSF sf = ListSF (sf >>> arr (\o -> (o, False, [])))
+
+restartOn :: SF a b -> SF a (Event c) -> SF a b
+restartOn sf sfc = switch (sf &&& sfc)
+                          (\_ -> restartOn sf sfc)
+
+spikeOn :: SF a Bool -> SF a (Event ())
+spikeOn sf = noEvent --> (sf >>> edge)
diff --git a/Experiments/splitballs/GameState.hs b/Experiments/splitballs/GameState.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/GameState.hs
@@ -0,0 +1,36 @@
+-- | The state of the game during execution. It has two
+-- parts: general info (level, points, etc.) and
+-- the actual gameplay info (objects).
+--
+-- Because the game is always in some running state
+-- (there are no menus, etc.) we assume that there's
+-- always some gameplay info, even though it can be
+-- empty.
+module GameState where
+
+-- import FRP.Yampa as Yampa
+
+import Debug.Trace
+import Objects
+import FRP.Yampa (Time)
+
+-- | The running state is given by a bunch of 'Objects' and the current general
+-- 'GameInfo'. The latter contains info regarding the current level, the number
+-- of points, etc.
+--
+-- Different parts of the game deal with these data structures.  It is
+-- therefore convenient to group them in subtrees, even if there's no
+-- substantial difference betweem them.
+data GameState = GameState
+  { gameObjects :: !Objects
+  , gameInfo    :: !GameInfo
+  }
+
+-- | Initial (default) game state.
+neutralGameState :: GameState
+neutralGameState = GameState
+  { gameObjects = []
+  , gameInfo    = GameInfo 0
+  }
+
+data GameInfo = GameInfo { gameTime :: Time }
diff --git a/Experiments/splitballs/Graphics/UI/Extra/SDL.hs b/Experiments/splitballs/Graphics/UI/Extra/SDL.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Graphics/UI/Extra/SDL.hs
@@ -0,0 +1,40 @@
+module Graphics.UI.Extra.SDL where
+
+import Data.IORef
+import Data.Maybe (isNothing)
+import Graphics.UI.SDL as SDL
+
+-- Auxiliary SDL stuff
+isEmptyEvent :: Event -> Bool
+isEmptyEvent SDL.NoEvent = True
+isEmptyEvent _           = False
+
+initializeTimeRef :: IO (IORef Int)
+initializeTimeRef = do
+  -- Weird shit I have to do to get accurate time!
+  timeRef <- newIORef (0 :: Int)
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+
+  return timeRef
+
+senseTimeRef :: IORef Int -> IO Int
+senseTimeRef timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  return dt
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+milisecsToSecs :: Int -> Double
+milisecsToSecs m = fromIntegral m / 1000
diff --git a/Experiments/splitballs/Input.hs b/Experiments/splitballs/Input.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Input.hs
@@ -0,0 +1,112 @@
+-- | Defines an abstraction for the game controller and the functions to read
+-- it.
+--
+-- Lower-level devices replicate the higher-level API, and should accomodate to
+-- it. Each device should:
+--
+--    - Upon initialisation, return any necessary information to poll it again.
+--
+--    - Update the controller with its own values upon sensing.
+--
+-- In this case, we only have one:  mouse/keyboard combination.
+--
+module Input where
+
+-- External imports
+import Data.IORef
+import Graphics.UI.SDL as SDL
+
+-- Internal imports
+import Control.Extra.Monad
+import Graphics.UI.Extra.SDL
+
+-- * Game controller
+
+-- | Controller info at any given point.
+data Controller = Controller
+  { controllerPos        :: (Double, Double)
+  , controllerClick      :: Bool
+  , controllerStop       :: Bool
+  , controllerPause      :: Bool
+  , controllerExit       :: Bool
+  , controllerFast       :: Bool
+  , controllerSlow       :: Bool
+  , controllerSuperSlow  :: Bool
+  , controllerFullscreen :: Bool
+  }
+
+-- | Controller info at any given point, plus a pointer
+-- to poll the main device again. This is safe,
+-- since there is only one writer at a time (the device itself).
+newtype ControllerRef =
+  ControllerRef { controllerData :: (IORef Controller, Controller -> IO Controller) }
+
+-- * General API
+
+-- | Initialize the available input devices. This operation
+-- returns a reference to a controller, which enables
+-- getting its state as many times as necessary. It does
+-- not provide any information about its nature, abilities, etc.
+initializeInputDevices :: IO ControllerRef
+initializeInputDevices = do
+  nr <- newIORef defaultInfo
+  return $ ControllerRef (nr, sdlGetController)
+ where defaultInfo = Controller (0,0) False False False False False False False False
+
+-- | Sense from the controller, providing its current
+-- state. This should return a new Controller state
+-- if available, or the last one there was.
+--
+-- It is assumed that the sensing function is always
+-- callable, and that it knows how to update the
+-- Controller info if necessary.
+senseInput :: ControllerRef -> IO Controller
+senseInput (ControllerRef (cref, sensor)) =
+  modifyIORefIO cref sensor
+
+type ControllerDev = IO (Maybe (Controller -> IO Controller))
+
+-- * SDL API (mid-level)
+
+-- ** Sensing
+
+-- | Sense the SDL keyboard and mouse and update
+-- the controller. It only senses the mouse position,
+-- the primary mouse button, and the p key to pause
+-- the game.
+--
+-- We need a non-blocking controller-polling function.
+-- TODO: Check http://gameprogrammer.com/fastevents/fastevents1.html
+sdlGetController :: Controller -> IO Controller
+sdlGetController info =
+  foldLoopM info pollEvent (not.isEmptyEvent) ((return .) . handleEvent)
+
+handleEvent :: Controller -> SDL.Event -> Controller
+handleEvent c e =
+  case e of
+    MouseMotion x y _ _                      -> c { controllerPos        = (fromIntegral x, fromIntegral y)}
+    MouseButtonDown _ _ ButtonLeft           -> c { controllerClick      = True }
+    MouseButtonUp   _ _ ButtonLeft           -> c { controllerClick      = False}
+    KeyUp (Keysym { symKey = SDLK_p })       -> c { controllerPause      = not (controllerPause c) }
+    KeyUp (Keysym { symKey = SDLK_f })       -> c { controllerFullscreen = not (controllerFullscreen c) }
+    KeyDown (Keysym { symKey = SDLK_w })     -> c { controllerSuperSlow  = True  }
+    KeyUp   (Keysym { symKey = SDLK_w })     -> c { controllerSuperSlow  = False }
+    KeyDown (Keysym { symKey = SDLK_s })     -> c { controllerSlow       = True  }
+    KeyUp   (Keysym { symKey = SDLK_s })     -> c { controllerSlow       = False }
+    KeyDown (Keysym { symKey = SDLK_x })     -> c { controllerFast       = True  }
+    KeyUp   (Keysym { symKey = SDLK_x })     -> c { controllerFast       = False }
+    KeyDown (Keysym { symKey = SDLK_h })     -> c { controllerStop       = True  }
+    KeyUp   (Keysym { symKey = SDLK_h })     -> c { controllerStop       = False }
+    KeyDown (Keysym { symKey = SDLK_SPACE }) -> c { controllerClick      = True  }
+    KeyUp (Keysym { symKey = SDLK_SPACE })   -> c { controllerClick      = False }
+    KeyDown (Keysym { symKey = SDLK_ESCAPE}) -> c { controllerExit       = True  }
+    _                                        -> c
+
+
+-- * Aux IOREf
+modifyIORefIO :: IORef a -> (a -> IO a) -> IO a
+modifyIORefIO ref modify = do
+  v <- readIORef ref
+  new <- modify v
+  writeIORef ref new
+  return new
diff --git a/Experiments/splitballs/Main.hs b/Experiments/splitballs/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Main.hs
@@ -0,0 +1,43 @@
+import Control.Applicative
+import Control.Concurrent
+import Control.Monad
+import Control.Monad.IfElse
+import Data.IORef
+import Debug.Trace
+import FRP.Yampa as Yampa
+import Text.Printf
+
+import Game
+import Display
+import Input
+import Graphics.UI.Extra.SDL
+
+main :: IO ()
+main = do
+
+  initializeDisplay
+
+  timeRef       <- initializeTimeRef
+  controllerRef <- initializeInputDevices
+  res           <- loadResources
+
+  initGraphs res
+  reactimate (senseInput controllerRef)
+             (\_ -> do
+                -- Get clock and new input
+                mInput <- senseInput controllerRef
+                dtSecs <- senseTime timeRef mInput
+                -- trace ("Time : " ++ printf "%.5f" dtSecs) $
+                return (if controllerPause mInput then 0 else dtSecs, Just mInput)
+             )
+             (\_ (e,c) -> do render res e
+                             return (controllerExit c)
+             )
+             (wholeGame &&& arr id)
+
+senseTime :: IORef Int -> Controller -> IO DTime
+senseTime timeRef = \mInput ->
+  let tt  = if controllerSlow      mInput then (/10)  else id
+      tt1 = if controllerSuperSlow mInput then (/100) else tt
+      tt2 = if controllerFast      mInput then (*10)  else tt1
+  in (tt2 . milisecsToSecs) <$> senseTimeRef timeRef
diff --git a/Experiments/splitballs/ObjectSF.hs b/Experiments/splitballs/ObjectSF.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/ObjectSF.hs
@@ -0,0 +1,44 @@
+-- | Objects as signal functions.
+--
+-- Live objects in the game take user input and the game universe
+-- and define their state in terms of that. They can remember what
+-- happened (see Yampa's Arrow combinators, which hide continuations),
+-- change their behaviour (see switches in Yampa).
+module ObjectSF where
+
+import FRP.Yampa
+
+import Objects
+import Input
+
+-- | Objects are defined as transformations that take 'ObjectInput' signals and
+-- return 'ObjectOutput' signals.
+type ObjectSF = SF ObjectInput Object
+
+-- | In order to determine its new output, an object needs to know the user's
+-- desires ('userInput'), whether there have been any collisions
+-- ('collisions').
+--
+-- The reason for depending on 'Collisions' is that objects may ``change''
+-- when hit (start moving in a different direction).
+data ObjectInput = ObjectInput
+  { userInput    :: Controller
+  , collisions   :: Collisions
+  }
+
+-- -- | What we can see about each live object at each time. It's a
+-- -- snapshot of the object.
+-- data ObjectOutput = ObjectOutput
+--   { outputObject :: Object   -- ^ The object's state (position, shape, etc.).
+--   }
+
+-- -- | List of identifiable objects. Used to work with dynamic object
+-- -- collections.
+-- type ObjectSFs = IL ObjectSF
+
+-- extractObjects :: Functor f => SF (f ObjectOutput) (f Object)
+-- extractObjects = arr (fmap outputObject)
+--
+-- -- | A list of object outputs
+-- type ObjectOutputs = [ObjectOutput]
+--
diff --git a/Experiments/splitballs/Objects.hs b/Experiments/splitballs/Objects.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Objects.hs
@@ -0,0 +1,65 @@
+{-# LANGUAGE TypeSynonymInstances  #-}
+{-# LANGUAGE FlexibleInstances     #-}
+{-# LANGUAGE MultiParamTypeClasses #-}
+-- | Game objects and collisions.
+module Objects where
+
+import Control.Arrow ((***))
+import FRP.Yampa.VectorSpace
+
+import qualified Physics.TwoDimensions.Collisions      as C
+import           Physics.TwoDimensions.Dimensions
+import           Physics.TwoDimensions.PhysicalObjects
+import qualified Physics.TwoDimensions.PhysicalObjects as PO
+import           Physics.TwoDimensions.Shapes
+
+type Collision  = C.Collision ObjectName
+type Collisions = C.Collisions ObjectName
+
+-- * Objects
+
+type Objects = [Object]
+type ObjectName = String
+
+-- | Objects have logical properties (ID, kind, dead, hit), shape properties
+-- (kind), physical properties (kind, pos, vel, acc) and collision properties
+-- (hit, 'canCauseCollisions', energy, displaced).
+data Object = Object { objectName           :: !ObjectName
+                     , objectKind           :: !ObjectKind
+                     , objectPos            :: !Pos2D
+                     , objectVel            :: !Vel2D
+                     , canCauseCollisions   :: !Bool
+                     , collisionEnergy      :: !Double
+                     }
+ deriving (Show)
+
+-- | The kind of object and any size properties.
+data ObjectKind = Ball Double -- radius
+                | Side Side
+  deriving (Show,Eq)
+
+-- Partial function. Object has size.
+objectTopLevelCorner :: Object -> Pos2D
+objectTopLevelCorner object = objectPos object ^-^ half (objectSize object)
+  where half = let h = (/2) in (h *** h)
+
+-- Partial function!
+objectSize :: Object -> Size2D
+objectSize object = case objectKind object of
+  (Ball r) -> let w = 2*r in (w, w)
+
+instance PhysicalObject Object String Shape where
+  physObjectPos       = objectPos
+  physObjectVel       = objectVel
+  physObjectElas      = collisionEnergy
+  physObjectShape     = objShape
+  physObjectCollides  = canCauseCollisions
+  physObjectId        = objectName
+  physObjectUpdatePos = \o p -> o { objectPos = p }
+  physObjectUpdateVel = \o v -> o { objectVel = v }
+
+objShape :: Object -> Shape
+objShape obj = case objectKind obj of
+  Ball r -> Circle p r
+  Side s -> SemiPlane p s
+ where p = objectPos obj
diff --git a/Experiments/splitballs/Physics/TwoDimensions/Collisions.hs b/Experiments/splitballs/Physics/TwoDimensions/Collisions.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Physics/TwoDimensions/Collisions.hs
@@ -0,0 +1,141 @@
+{-# LANGUAGE FlexibleContexts       #-}
+-- | A trivial collision subsystem.
+--
+-- Based on the physics module, it determines the side of collision
+-- between shapes.
+module Physics.TwoDimensions.Collisions where
+
+import Data.Extra.Num
+import Data.Maybe
+import FRP.Yampa.VectorSpace
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.PhysicalObjects
+import Physics.TwoDimensions.Shapes
+
+-- * Collision points
+data CollisionPoint = CollisionSide  Side
+                    | CollisionAngle Double
+
+-- | Calculates the collision side of a shape
+-- that collides against another.
+--
+-- PRE: the shapes do collide. Use 'overlapShape' to check.
+shapeCollisionPoint :: Shape -> Shape -> CollisionPoint
+shapeCollisionPoint (Circle p1 _) (Circle p2 _) =
+  -- | p1x =~ p2x && p1y >  p2y = CollisionAngle (- pi / 2)
+  -- | p1x =~ p2x && p1y <= p2y = CollisionAngle (pi / 2)
+  -- | otherwise                =
+   CollisionAngle angle
+  where (px,py) = p2 ^-^ p1
+        angle   = atan2 py px
+shapeCollisionPoint (Circle _ _)     (SemiPlane _ s2) = CollisionSide s2
+shapeCollisionPoint (SemiPlane _ s1) (Circle _ _ )    = CollisionSide (oppositeSide s1)
+shapeCollisionPoint (SemiPlane _ _)  (SemiPlane _ s2) = CollisionSide s2
+-- * Collisions
+type Collisions k = [Collision k]
+
+-- | A collision is a list of objects that collided, plus their velocities as
+-- modified by the collision.
+--
+-- Take into account that the same object could take part in several
+-- simultaneous collitions, so these velocities should be added (per object).
+data Collision k = Collision
+  { collisionData :: [(k, Vel2D)] } -- ObjectId x Velocity
+ deriving Show
+
+-- | Detects a collision between one object and another.
+detectCollision :: (PhysicalObject o k Shape) => o -> o -> Maybe (Collision k)
+detectCollision obj1 obj2
+  | overlap obj1 obj2
+  = case (physObjectShape obj1, physObjectShape obj2) of
+      (Circle _ _, Circle _ _) ->
+         if vrn < 0
+           then Just response
+           else Nothing
+      _ -> Just response
+  | otherwise = Nothing
+
+ where response  = collisionResponseObj obj1 obj2
+       colNormal = normalize (physObjectPos obj1 ^-^ physObjectPos obj2)
+       relativeV = physObjectVel obj1 ^-^ physObjectVel obj2
+       vrn       = relativeV `dot` colNormal
+
+overlap :: PhysicalObject o k Shape => o -> o -> Bool
+overlap obj1 obj2 =
+  overlapShape (physObjectShape obj1) (physObjectShape obj2)
+
+collisionPoint :: PhysicalObject o k Shape => o -> o -> CollisionPoint
+collisionPoint obj1 obj2 =
+  shapeCollisionPoint (physObjectShape obj1) (physObjectShape obj2)
+
+collisionResponseObj :: PhysicalObject o k Shape => o -> o -> Collision k
+collisionResponseObj o1 o2 = Collision $
+    map objectToCollision [(o1, collisionPt, o2), (o2, collisionPt', o1)]
+  where collisionPt  = collisionPoint o1 o2
+        collisionPt' = collisionPoint o2 o1
+        objectToCollision (o,pt,o') =
+          (physObjectId o,
+           correctVel (physObjectPos o) (physObjectPos o')
+                      (physObjectVel o) (physObjectVel o')
+                      pt (physObjectElas o))
+
+correctVel :: Pos2D -> Pos2D -> Vel2D -> Vel2D -> CollisionPoint -> Double -> Vel2D
+-- Specialised cases: just more optimal execution
+correctVel _p1 _p2 v1      _          _                           0 = v1
+-- Collision against a wall
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  TopSide)    e = (e * v1x, e * ensurePos v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  BottomSide) e = (e * v1x, e * ensureNeg v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  LeftSide)   e = (e * ensurePos v1x, e * v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  RightSide)  e = (e * ensureNeg v1x, e * v1y)
+-- General case
+correctVel p1 p2 (v1x,v1y) (v2x, v2y) (CollisionAngle _) e = (v1x, v1y) ^+^ ((e * j) *^ colNormal)
+  where colNormal = normalize (p1 ^-^ p2)
+        relativeV = (v1x,v1y) ^-^ (v2x,v2y)
+        vrn       = relativeV `dot` colNormal
+        j         = (-1) *^ vrn / (colNormal `dot` colNormal)
+
+-- | Return the new velocity as changed by the collection of collisions.
+--
+-- HN 2014-09-07: New interface to collision detection.
+--
+-- The assumption is that collision detection happens globally and that the
+-- changed velocity is figured out for each object involved in a collision
+-- based on the properties of all objects involved in any specific interaction.
+-- That may not be how it works now, but the interface means it could work
+-- that way. Even more physical might be to figure out the impulsive force
+-- acting on each object.
+--
+-- However, the whole collision infrastructure should be revisited.
+--
+-- - Statefulness ("edge") might make it more robust.
+--
+-- - Think through how collision events are going to be communicated
+--   to the objects themselves. Maybe an input event is the natural
+--   thing to do. Except then we have to be careful to avoid switching
+--   again immediately after one switch.
+--
+-- - Should try to avoid n^2 checks. Maybe some kind of quad-trees?
+--   Maybe spawning a stateful collision detector when two objects are
+--   getting close? Cf. the old tail-gating approach.
+-- - Maybe a collision should also carry the identity of the object
+--   one collieded with to facilitate impl. of "inCollisionWith".
+--
+changedVelocity :: Eq n => n -> Collisions n -> Maybe Vel2D
+changedVelocity name cs =
+    case concatMap (filter ((== name) . fst) . collisionData) cs of
+        [] -> Nothing
+        -- vs -> Just (foldl (^+^) (0,0) (map snd vs))
+        (_, v') : _ -> Just v'
+
+-- | True if the velocity of the object has been changed by any collision.
+inCollision :: Eq n => n -> Collisions n -> Bool
+inCollision name cs = isJust (changedVelocity name cs)
+
+-- | True if the two objects are colliding with one another.
+inCollisionWith :: Eq n => n -> n -> Collisions n -> Bool
+inCollisionWith nm1 nm2 cs = any both cs
+    where
+        both (Collision nmvs) =
+            any ((== nm1) . fst) nmvs
+            && any ((== nm2) . fst) nmvs
+
diff --git a/Experiments/splitballs/Physics/TwoDimensions/Dimensions.hs b/Experiments/splitballs/Physics/TwoDimensions/Dimensions.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Physics/TwoDimensions/Dimensions.hs
@@ -0,0 +1,9 @@
+-- | Physical dimensions used all over the game. They are just type synonyms,
+-- but it's best to use meaningful names to make our type signatures more
+-- meaningful.
+module Physics.TwoDimensions.Dimensions where
+
+type Size2D = (Double, Double)
+type Pos2D  = (Double, Double)
+type Vel2D  = (Double, Double)
+type Acc2D  = (Double, Double)
diff --git a/Experiments/splitballs/Physics/TwoDimensions/GameCollisions.hs b/Experiments/splitballs/Physics/TwoDimensions/GameCollisions.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Physics/TwoDimensions/GameCollisions.hs
@@ -0,0 +1,60 @@
+{-# LANGUAGE FlexibleContexts #-}
+-- | A very rudimentary collision system.
+--
+-- It compares every pair of objects, trying to determine if there is a
+-- collision between the two of them.
+--
+-- NOTE: In order to minimize the number of comparisons, only moving objects
+-- are tested (against every game object). That's only 2 objects right now
+-- (making it almost linear in complexity), but it could easily grow and become
+-- too slow.
+--
+module Physics.TwoDimensions.GameCollisions where
+
+import           Data.Foldable
+import           Prelude   hiding (toList, concatMap)
+import           Data.List hiding (toList, concatMap)
+import           Data.Maybe
+import           Physics.TwoDimensions.Collisions
+import qualified Physics.TwoDimensions.Collisions      as C
+import           Physics.TwoDimensions.PhysicalObjects
+import           Physics.TwoDimensions.Shapes
+
+-- | Given a list of objects, it detects all the collisions between them.
+--
+-- Note: this is a simple n*m-complex algorithm, with n the
+-- number of objects and m the number of moving objects (right now,
+-- only 2).
+--
+detectCollisions :: Foldable t => (Eq n , PhysicalObject o n Shape) => t o -> Collisions n
+detectCollisions = detectCollisionsH
+ where detectCollisionsH objsT = flattened
+         where -- Eliminate empty collision sets
+               -- TODO: why is this really necessary?
+               flattened = filter (\(C.Collision n) -> not (null n)) collisions
+
+               -- Detect collisions between moving objects and any other objects
+               collisions = detectCollisions' objsT moving
+
+               -- Partition the object space between moving and static objects
+               (moving, _static) = partition physObjectCollides $ toList objsT
+
+-- | Detect collisions between each moving object and
+-- every other object.
+detectCollisions' :: (Foldable t, Foldable u) => (Eq n, PhysicalObject o n Shape) => t o -> u o -> [Collision n]
+detectCollisions' objsT ms = concatMap (detectCollisions'' objsT) ms
+
+-- | Detect collisions between one specific moving object and every existing
+-- object. Each collision is idependent of the rest (which is not necessarily
+-- what should happen, but since the transformed velocities are eventually
+-- added, there isn't much difference in the end).
+detectCollisions'' :: Foldable t => (Eq n, PhysicalObject o n Shape) => t o -> o -> [Collision n]
+detectCollisions'' objsT m = concatMap (detectCollisions''' m) (toList objsT)
+
+-- | Detect a possible collision between two objects. Uses the object's keys to
+-- distinguish them. Uses the basic 'Object'-based 'detectCollision' to
+-- determine whether the two objects do collide.
+detectCollisions''' :: (Eq n, PhysicalObject o n Shape) => o -> o -> [Collision n]
+detectCollisions''' m o
+ | physObjectId m == physObjectId o = []    -- Same object -> no collision
+ | otherwise                        = maybeToList (detectCollision m o)
diff --git a/Experiments/splitballs/Physics/TwoDimensions/PhysicalObjects.hs b/Experiments/splitballs/Physics/TwoDimensions/PhysicalObjects.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Physics/TwoDimensions/PhysicalObjects.hs
@@ -0,0 +1,16 @@
+{-# LANGUAGE FlexibleContexts       #-}
+{-# LANGUAGE FunctionalDependencies #-}
+{-# LANGUAGE MultiParamTypeClasses  #-}
+module Physics.TwoDimensions.PhysicalObjects where
+
+import Physics.TwoDimensions.Dimensions
+
+class Eq b => PhysicalObject a b c | a -> b, a -> c where
+  physObjectPos       :: a -> Pos2D
+  physObjectVel       :: a -> Vel2D
+  physObjectElas      :: a -> Double
+  physObjectShape     :: a -> c
+  physObjectCollides  :: a -> Bool
+  physObjectId        :: a -> b
+  physObjectUpdatePos :: a -> Pos2D -> a
+  physObjectUpdateVel :: a -> Vel2D -> a
diff --git a/Experiments/splitballs/Physics/TwoDimensions/Shapes.hs b/Experiments/splitballs/Physics/TwoDimensions/Shapes.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Physics/TwoDimensions/Shapes.hs
@@ -0,0 +1,45 @@
+-- | A very simple physics subsytem. It currently detects shape
+-- overlaps only, the actual physics movement is carried out
+-- in Yampa itself, as it is very simple using integrals and
+-- derivatives.
+module Physics.TwoDimensions.Shapes where
+
+import FRP.Yampa.VectorSpace
+import Physics.TwoDimensions.Dimensions
+
+-- | Side of a rectangle
+data Side = TopSide | BottomSide | LeftSide | RightSide
+  deriving (Eq,Show)
+
+-- | Opposite side
+--
+-- If A collides with B, the collision sides on
+-- A and B are always opposite.
+oppositeSide :: Side -> Side
+oppositeSide TopSide    = BottomSide
+oppositeSide BottomSide = TopSide
+oppositeSide LeftSide   = RightSide
+oppositeSide RightSide  = LeftSide
+
+data Shape = -- Rectangle Pos2D Size2D -- A corner and the whole size
+             Circle    Pos2D Double -- Position and radius
+           | SemiPlane Pos2D Side   -- 
+
+-- | Detects if two shapes overlap.
+--
+-- Rectangles: overlap if projections on both axis overlap,
+-- which happens if x distance between centers is less than the sum
+-- of half the widths, and the analogous for y and the heights.
+
+overlapShape :: Shape -> Shape -> Bool
+overlapShape (Circle p1 s1) (Circle p2 s2) = (dist - (s1 + s2)) < sigma
+  where (dx, dy) = p2 ^-^ p1
+        dist     = sqrt (dx**2 + dy**2)
+        sigma    = 1
+overlapShape (Circle (p1x,p1y) s1) (SemiPlane (px,py) side) = case side of
+  LeftSide   -> p1x - s1 <= px
+  RightSide  -> p1x + s1 >= px
+  TopSide    -> p1y - s1 <= py
+  BottomSide -> p1y + s1 >= py
+overlapShape s@(SemiPlane _ _) c@(Circle _ _) = overlapShape c s
+overlapShape _                 _              = False -- Not really, it's just that we don't care
diff --git a/Experiments/splitballs/Resources.hs b/Experiments/splitballs/Resources.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitballs/Resources.hs
@@ -0,0 +1,10 @@
+module Resources where
+
+import qualified Graphics.UI.SDL.TTF       as TTF
+
+-- import Game.Audio
+
+data Resources = Resources
+  { resFont  :: TTF.Font
+  , miniFont :: TTF.Font
+  }
diff --git a/Experiments/splitting-boxes/Main.hs b/Experiments/splitting-boxes/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/splitting-boxes/Main.hs
@@ -0,0 +1,156 @@
+{-# LANGUAGE Arrows #-}
+import Data.IORef
+import Data.List
+import Debug.Trace
+import FRP.Yampa       as Yampa
+import FRP.Yampa.Switches as Yampa
+import Graphics.UI.SDL as SDL
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  reactimate initGraphs
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                return (dtSecs, Nothing))
+             (\_ e -> display e >> return False)
+             mainSF
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 1000
+  return dtSecs
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- setVideoMode width height 16 [SWSurface]
+  setCaption "Test" ""
+
+display :: [(Double,Double)] -> IO()
+display xs = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Paint screen green
+  let format = surfaceGetPixelFormat screen
+  green <- mapRGB format 0 0xFF 0
+  fillRect screen Nothing green
+
+  -- Paint small red square, at an angle 'angle' with respect to the center
+  red <- mapRGB format 0xFF 0 0
+  let side = 10
+  let paintSquare (x,y) =
+        fillRect screen (Just (Rect (round x) (round y) side side)) red
+
+  mapM_ paintSquare xs
+
+  -- Double buffering
+  SDL.flip screen
+
+  SDL.delay 10
+
+-- | Main animation
+mainSF :: SF () [(Double, Double)]
+mainSF = dlSwitch initialList
+
+-- | A list of position-producing forking-dying SFs
+initialList :: [ListSF () (Double, Double)]
+initialList = [ inCircles (320, 240) ]
+
+-- | Describe a movement in circles, forking every few samples.
+inCircles :: (Double, Double) -> ListSF () (Double, Double)
+inCircles (baseX, baseY) = ListSF $ proc () -> do
+   t <- localTime -< ()
+   let radius = 30
+       x = baseX + (cos t * radius)
+       y = baseY + (sin t * radius)
+
+   -- OffSpring
+   split <- isEvent ^<< spike 300 -< ()
+   let offspring = if split
+                     then [inCircles (y*2, x/2), inCircles (x/2, y*2)]
+                     else []
+
+   -- Time to die?
+   die   <- isEvent ^<< spike 350 -< ()
+
+   returnA -< ((x,y), die, offspring)
+
+   -- () <- arr id -< trace ( "Time : " ++ show t
+   --                       ++ " mod: " ++ show (round t `mod` 10)
+   --                       ++ " s: "   ++ show split
+   --                       )
+   --                       ()
+
+-- | Produce a spike every few samples.
+spike :: Int -> SF () (Yampa.Event ())
+spike m = spikeBool m >>> edge
+ where spikeBool m = resetCounter m >>> arr (== 0)
+
+-- | Create a decreasing counter that is reset to the starting value when it
+-- reaches 0.
+resetCounter :: Int -> SF () Int
+resetCounter m = loopPre m $ arr (snd >>> decR m >>> dup)
+ where decR m n = if n == 0 then m else n - 1
+       dup  x   = (x, x)
+
+-- Version of list splitting that works in traditional Yampa
+-- inCirclesL' ips = inCirclesL ips >>> arr (map fst)
+--
+-- inCirclesL :: [SF () ((Double, Double), Bool)]
+--            -> SF () [((Double, Double), Bool)]
+-- inCirclesL ips = dpSwitchB ips evProd addToList
+--
+--  where
+--      evProd :: SF ((), [((Double, Double), Bool)]) (Yampa.Event [(Double, Double)])
+--      evProd = noEvent --> arr (snd >>> splitBalls)
+--
+-- initialList = [ inCircles (320, 240) ]
+-- initialList' = [ inCircles' (320, 240) ]
+--
+-- addToList :: [SF () ((Double, Double), Bool)]
+--           -> [(Double, Double)]
+--           -> SF () [((Double, Double), Bool)]
+-- addToList sfs ips = trace ("Adding new circles: " ++ show ips)
+--                   $ inCirclesL (sfs ++ map inCircles ips)
+--
+-- splitBalls :: [((Double, Double), Bool)] -> Yampa.Event [(Double, Double)]
+-- splitBalls ps
+--   | null ls   = noEvent
+--   | otherwise = Yampa.Event ls
+--  where ls = [ (y-20, x+20) | ((x,y),True) <- ps ]
+--
+-- inCircles :: (Double, Double) -> SF () ((Double, Double), Bool)
+-- inCircles (baseX, baseY) = proc () -> do
+--    t <- localTime -< ()
+--    let radius = 30
+--        x = baseX + (cos t * radius)
+--        y = baseY + (sin t * radius)
+--
+--    split <- noEvent --> spike 100 -< ()
+--
+--    () <- arr id -< trace ( "Time : " ++ show t
+--                          ++ " mod: " ++ show (round t `mod` 10)
+--                          ++ " s: "   ++ show split
+--                          )
+--                          ()
+--
+--    returnA -< ((x,y), isEvent split)
diff --git a/Experiments/stickyarrowup/Main.hs b/Experiments/stickyarrowup/Main.hs
new file mode 100644
--- /dev/null
+++ b/Experiments/stickyarrowup/Main.hs
@@ -0,0 +1,81 @@
+{-# LANGUAGE Arrows #-}
+import Graphics.UI.SDL            as SDL
+import Graphics.UI.SDL.Primitives as SDL
+import FRP.Yampa                  as Yampa
+import Data.IORef
+import Debug.Trace
+
+width  = 640
+height = 480
+
+main = do
+  timeRef <- newIORef (0 :: Int)
+  reactimate initGraphs
+             (\_ -> do
+                dtSecs <- yampaSDLTimeSense timeRef
+                return (dtSecs, Nothing))
+             (\_ e -> display e >> return False)
+             (fire (fromIntegral height / 2) (-10))
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+yampaSDLTimeSense :: IORef Int -> IO Yampa.DTime
+yampaSDLTimeSense timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral SDL.getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  let dtSecs = fromIntegral dt / 100
+  return dtSecs
+
+initGraphs :: IO ()
+initGraphs = do
+  -- Initialise SDL
+  SDL.init [InitVideo]
+
+  -- Create window
+  screen <- setVideoMode width height 16 [SWSurface]
+  setCaption "Test" ""
+
+display :: (Double, Double) -> IO()
+display (boxY0,boxY) = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Paint screen green
+  let format = surfaceGetPixelFormat screen
+  green <- mapRGB format 0 0xFF 0
+  fillRect screen Nothing green
+
+  -- Paint small red square, at an angle 'angle' with respect to the center
+  red <- mapRGB format 0xFF 0xFF 0
+  let x  = fromIntegral $ width `div` 2
+      y0 = round boxY0
+      y  = round boxY
+  vLine screen x y0 y red
+
+  -- Double buffering
+  SDL.flip screen
+
+rising :: Double -> Double -> SF () (Double, Double)
+rising y0 v0 = proc () -> do
+  y <- (y0+) ^<< integral -< v0
+  returnA -< (y0, y)
+
+fire :: Double -> Double -> SF () (Double, Double)
+fire y vy = switch (rising y vy >>> (Yampa.identity &&& hitCeiling))
+                   (\(y0, yn) -> switch (constant (y0, yn) &&& after 10 ())
+                                        (\_ -> fire y vy))
+
+hitCeiling :: SF (Double, Double) (Yampa.Event (Double, Double))
+hitCeiling = arr (\(y0,y) ->
+                   let boxTop = y
+                   in if boxTop < 0
+                        then Yampa.Event (y0, y)
+                        else Yampa.NoEvent)
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+              GNU GENERAL PUBLIC LICENSE
+                Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
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+
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+software and other kinds of works.
+
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diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/data/lacuna.ttf b/data/lacuna.ttf
new file mode 100644
Binary files /dev/null and b/data/lacuna.ttf differ
diff --git a/pang-a-lambda.cabal b/pang-a-lambda.cabal
new file mode 100644
--- /dev/null
+++ b/pang-a-lambda.cabal
@@ -0,0 +1,219 @@
+-- Initial pang-a-lambda.cabal generated by cabal init.  For further
+-- documentation, see http://haskell.org/cabal/users-guide/
+
+name:                pang-a-lambda
+version:             0.2.0.0
+synopsis:            A super-pang clone
+description:         An FRP implementation of superpang
+license:             GPL-3
+license-file:        LICENSE
+author:              Ivan Perez
+maintainer:          ivan.perez@keera.co.uk
+-- copyright:
+category:            Game
+build-type:          Simple
+-- extra-source-files:
+cabal-version:       >=1.16
+data-files: data/*.ttf
+
+Flag experiments
+  Default: False
+  Description: Compile experimental demos
+
+executable pang-a-lambda-dumbplayer
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, SDL-gfx, Yampa
+  hs-source-dirs:      Experiments/dumbplayer/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-arrowup
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, SDL-gfx, Yampa
+  hs-source-dirs:      Experiments/arrowup/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-stickyarrow
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, SDL-gfx, Yampa
+  hs-source-dirs:      Experiments/stickyarrowup/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-player
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, SDL-gfx, Yampa
+  hs-source-dirs:      Experiments/player/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-physics
+  build-depends: base >=4.6 && <5,
+                 bytestring,
+                 containers -any,
+                 IfElse -any,
+                 mtl -any,
+                 transformers >=0.3 && <0.5,
+                 Yampa >=0.9.6 && <0.11,
+
+                 SDL -any,
+                 SDL-gfx -any,
+                 SDL-ttf -any
+
+  main-is: Main.hs
+  hs-source-dirs: Experiments/collisions
+  other-modules:
+                 -- Game specific
+                 Constants
+                 Debug
+                 Display
+                 Game
+                 GameState
+                 Input
+                 Objects
+                 ObjectSF
+                 Resources
+
+                 -- General modules
+                 Control.Extra.Monad
+                 Data.Extra.Num
+                 Data.Extra.VectorSpace
+                 Data.IdentityList
+                 Graphics.UI.Extra.SDL
+                 Physics.TwoDimensions.Collisions
+                 Physics.TwoDimensions.Dimensions
+                 Physics.TwoDimensions.GameCollisions
+                 Physics.TwoDimensions.PhysicalObjects
+                 Physics.TwoDimensions.Shapes
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-circlingboxes
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, Yampa
+  hs-source-dirs:      Experiments/circling-boxes/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-splittingboxes
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, Yampa
+  hs-source-dirs:      Experiments/splitting-boxes/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-split
+  main-is:             Main.hs
+  -- other-modules:
+  other-extensions:    Arrows
+  build-depends:       base >=4.6 && <4.9, SDL, Yampa
+  hs-source-dirs:      Experiments/split/
+  default-language:    Haskell2010
+  if !flag(experiments)
+    buildable: False
+
+executable pang-a-lambda-splitballs
+    build-depends: base >=4.6 && <5,
+                   bytestring,
+                   containers -any,
+                   IfElse -any,
+                   mtl -any,
+                   transformers >=0.3 && <0.5,
+                   Yampa >=0.9.6 && <0.11,
+
+                   SDL -any,
+                   SDL-gfx -any,
+                   SDL-ttf -any
+
+    main-is: Main.hs
+    hs-source-dirs: Experiments/splitballs/
+    other-modules:
+                   -- Game specific
+                   Constants
+                   Debug
+                   Display
+                   Game
+                   GameState
+                   Input
+                   Objects
+                   ObjectSF
+                   Resources
+
+                   -- General modules
+                   Control.Extra.Monad
+                   Data.Extra.Num
+                   Data.Extra.VectorSpace
+                   Graphics.UI.Extra.SDL
+                   Physics.TwoDimensions.Collisions
+                   Physics.TwoDimensions.Dimensions
+                   Physics.TwoDimensions.GameCollisions
+                   Physics.TwoDimensions.PhysicalObjects
+                   Physics.TwoDimensions.Shapes
+    default-language:    Haskell2010
+    if !flag(experiments)
+      buildable: False
+
+executable pang-a-lambda
+    build-depends: base >=4.6 && <5,
+                   bytestring,
+                   containers -any,
+                   IfElse -any,
+                   mtl -any,
+                   transformers >=0.3 && <0.5,
+                   Yampa >=0.9.6 && <0.11,
+
+                   SDL -any,
+                   SDL-gfx -any,
+                   SDL-ttf -any
+    default-language:    Haskell2010
+
+    main-is: Main.hs
+    hs-source-dirs: src/
+    ghc-options: -Wall
+    other-modules:
+                   -- Game specific
+                   Constants
+                   Collisions
+                   Debug
+                   Display
+                   Game
+                   GameState
+                   Input
+                   Objects
+                   Objects.Walls
+                   ObjectSF
+                   Resources
+
+                   -- General modules
+                   Control.Extra.Monad
+                   Data.Extra.IORef
+                   Data.Extra.Num
+                   Data.Extra.Ord
+                   Data.Extra.VectorSpace
+                   FRP.Yampa.Extra
+                   Graphics.UI.Extra.SDL
+                   Physics.TwoDimensions.Collisions
+                   Physics.TwoDimensions.Dimensions
+                   Physics.TwoDimensions.GameCollisions
+                   Physics.TwoDimensions.PhysicalObjects
+                   Physics.TwoDimensions.Shapes
diff --git a/src/Collisions.hs b/src/Collisions.hs
new file mode 100644
--- /dev/null
+++ b/src/Collisions.hs
@@ -0,0 +1,125 @@
+-- Copyright (c) 2011 - All rights reserved - Keera Studios
+module Collisions where
+
+import Control.Applicative
+import Control.Arrow
+import Data.Maybe
+
+import Physics.TwoDimensions.Dimensions
+import FRP.Yampa.VectorSpace
+import Shapes
+import Data ( pointX, rotateRespect, unrotateRespect
+            , minimumWith, swap
+            )
+
+circleAABBOverlap :: Circle -> AABB -> Bool
+circleAABBOverlap c@(cp,cr) (rp, rs) =
+  circleAABBOverlap' ((0,0), cr) (rp ^-^ cp, rs)
+
+circleAABBOverlap' :: Circle -> AABB -> Bool
+circleAABBOverlap' ((p1x,p1y),r1) (p2@(p2x, p2y), s2@(w2, h2)) =
+  overlapX && overlapY && overlapP11 && overlapP12 && overlapP21 && overlapP22
+ where -- Square coordinates
+       p211@(p211x, p211y) = p2 ^-^ s2
+       p212@(p212x, p212y) = p2 ^+^ (-w2, h2)
+       p221@(p221x, p221y) = p2 ^+^ (w2, -h2)
+       p222@(p222x, p222y) = p2 ^+^ s2
+
+       -- Horizontal projection overlap
+       overlapX =  (-r1, r1) `overlapSegment` (p2x - w2, p2x + w2)
+       overlapY =  (-r1, r1) `overlapSegment` (p2y - h2, p2y + h2)
+
+       rectangleVertices = [p211, p212, p221, p222]
+
+       rotatedP211 = map (fst.rotateRespect p211) rectangleVertices
+       rotatedP212 = map (fst.rotateRespect p212) rectangleVertices
+       rotatedP221 = map (fst.rotateRespect p221) rectangleVertices
+       rotatedP222 = map (fst.rotateRespect p222) rectangleVertices
+
+       projection ps = (minimum ps, maximum ps)
+
+       overlapP11 = (-r1, r1) `overlapSegment` projection rotatedP211
+       overlapP12 = (-r1, r1) `overlapSegment` projection rotatedP212
+       overlapP21 = (-r1, r1) `overlapSegment` projection rotatedP221
+       overlapP22 = (-r1, r1) `overlapSegment` projection rotatedP222
+
+       overlapSegment (x01,x02) (x11, x12) = min x02 x12 > max x01 x11
+
+-- * Colision detection
+responseCircleAABB :: Circle -> AABB -> Maybe Pos2D
+responseCircleAABB c@(cp,cr) (rp, rs) =
+  responseCircleAABB' ((0,0), cr) (rp ^-^ cp, rs)
+
+responseCircleAABB' :: Circle -> AABB -> Maybe Pos2D
+responseCircleAABB' ((p1x,p1y),r1) (p2@(p2x, p2y), s2@(w2, h2))
+  | all isJust overlaps
+  = (Just . snd) $ minimumWith (abs.fst) $ map fromJust overlaps
+  | otherwise
+  = Nothing
+
+ where overlaps = [ overlapX,   overlapY
+                  , overlapP11, overlapP12
+                  , overlapP21, overlapP22
+                  ]
+
+       -- Square coordinates
+       p211@(p211x, p211y) = p2 ^-^ s2
+       p212@(p212x, p212y) = p2 ^+^ (-w2, h2)
+       p221@(p221x, p221y) = p2 ^+^ (w2, -h2)
+       p222@(p222x, p222y) = p2 ^+^ s2
+
+       -- Horizontal projection overlap
+       overlapX =  (pointX &&& id)   <$> (-r1, r1) `overlapSegment` (p2x - w2, p2x + w2)
+       overlapY =  (pointX &&& swap) <$> (-r1, r1) `overlapSegment` (p2y - h2, p2y + h2)
+
+       rectangleVertices = [p211, p212, p221, p222]
+
+       rotatedP211 = map (rotateRespect p211) rectangleVertices
+       rotatedP212 = map (rotateRespect p212) rectangleVertices
+       rotatedP221 = map (rotateRespect p221) rectangleVertices
+       rotatedP222 = map (rotateRespect p222) rectangleVertices
+
+       xProjection = (minimum &&& maximum) . map pointX
+
+       circleOverlaps = overlapSegment (-r1, r1)
+
+       overlapP11 = (pointX &&& unrotateRespect p211) <$> circleOverlaps (xProjection rotatedP211)
+       overlapP12 = (pointX &&& unrotateRespect p212) <$> circleOverlaps (xProjection rotatedP212)
+       overlapP21 = (pointX &&& unrotateRespect p221) <$> circleOverlaps (xProjection rotatedP221)
+       overlapP22 = (pointX &&& unrotateRespect p222) <$> circleOverlaps (xProjection rotatedP222)
+
+       overlapSegment (x01,x02) (x11, x12)
+         | segmentLength' >  0 = Just (segmentLength, 0)
+         | otherwise           = Nothing
+         where segmentLength   = if x01 < x11 then -segmentLength' else segmentLength'
+               segmentLength'  = if segmentLength'' == 0 then 1 else segmentLength''
+               segmentLength'' = min x02 x12 - max x01 x11
+
+responseAABB2 :: AABB -> AABB -> Maybe Pos2D
+responseAABB2 (pos1, size1) (pos2, size2)
+ | overlap && overlapx > overlapy = Just cy
+ | overlap && overlapy > overlapx = Just cx
+ | overlap                        = Just (cx ^+^ cy)
+ | otherwise                      = Nothing
+ where (x1,y1) = pos1
+       (w1,h1) = size1
+       (x2,y2) = pos2
+       (w2,h2) = size2
+       toRight = x1 > x2
+       toLeft  = x1 < x2
+       above   = y1 < y2
+       below   = y1 > y2
+       overlapx = max 0 (w1 + w2 - abs (x1 - x2))
+       overlapy = max 0 (h1 + h2 - abs (y1 - y2))
+       overlap  = overlapx > 0 && overlapy > 0
+       cx = if toRight then (overlapx, 0) else (-overlapx, 0)
+       cy = if above then (0, -overlapy) else (0, overlapy)
+       (x1,y1) ^+^ (x2,y2) = (x1+x2, y1+y2)
+
+overlapsAABB2 :: AABB -> AABB -> Bool
+overlapsAABB2 (pos1, size1) (pos2, size2) =
+  abs (x1 - x2) < w1 + w2 && abs (y1 - y2) < h1 + h2
+ where (x1,y1) = pos1
+       (w1,h1) = size1
+       (x2,y2) = pos2
+       (w2,h2) = size2
diff --git a/src/Constants.hs b/src/Constants.hs
new file mode 100644
--- /dev/null
+++ b/src/Constants.hs
@@ -0,0 +1,103 @@
+module Constants where
+
+import Data.Word
+import Graphics.UI.SDL as SDL
+
+gameName :: String
+gameName = "Break-a-ball"
+
+width :: Double
+width  = 1024
+height :: Double
+height = 600
+
+gameWidth :: Double
+gameWidth = width
+
+gameHeight :: Double
+gameHeight = height
+
+-- Energy transmission between objects in collisions
+velTrans :: Double
+velTrans = 1.00
+
+-- Max speed
+maxVNorm :: Double -> Double
+maxVNorm n
+  | n >= 100  = 800
+  | n >= 50   = 733
+  | n >= 25   = 666
+  | otherwise = 600
+
+ballWidth, ballHeight :: Double
+ballWidth  = 100
+ballHeight = 100
+
+ballMargin :: Double
+ballMargin = 3
+
+ballSize :: Integral a => a
+ballSize = 25
+
+-- Colors
+fontColor :: SDL.Color
+fontColor = SDL.Color 94 86 91
+
+ballColor :: Word32
+ballColor = 0xDD875FFF
+
+velColor  :: Word32
+velColor  = 0xCCBBFFFF
+
+playerWidth :: Double
+playerWidth = 30
+
+playerHeight :: Double
+playerHeight = 80
+
+fireColor :: Word32
+fireColor = 0xFFDDC34F
+
+playerRightColor :: Word32
+playerRightColor = 0xFFD2D454
+
+playerLeftColor :: Word32
+playerLeftColor = 0xFFB2D454
+
+playerStandColor :: Word32
+playerStandColor = 0xFFE5D454
+
+playerBlinkRightColor :: Word32
+playerBlinkRightColor = 0x88D2D454
+
+playerBlinkLeftColor :: Word32
+playerBlinkLeftColor = 0x88B2D454
+
+playerBlinkStandColor :: Word32
+playerBlinkStandColor = 0x88F2D454
+
+backgroundColor :: Word32
+backgroundColor = 0x88EDE9CB
+
+blockColor :: Word32
+blockColor = 0xFF85AABC
+
+playerSpeed :: Double
+playerSpeed = 200
+
+fireSpeed :: Double
+fireSpeed = 400
+
+initialLives :: Int
+initialLives = 5
+
+-- Debugging collisions
+
+collisionDebugColor :: Word32
+collisionDebugColor = 0x88D2D4FF
+
+collisionDebugThickness :: Num a => a
+collisionDebugThickness = 3
+
+debugCollisions :: Bool
+debugCollisions = False
diff --git a/src/Control/Extra/Monad.hs b/src/Control/Extra/Monad.hs
new file mode 100644
--- /dev/null
+++ b/src/Control/Extra/Monad.hs
@@ -0,0 +1,19 @@
+module Control.Extra.Monad where
+
+import Control.Monad
+
+whileLoopM :: Monad m => m a -> (a -> Bool) -> (a -> m ()) -> m ()
+whileLoopM val cond act = r'
+  where r' = do v <- val
+                when (cond v) $ do
+                  act v
+                  whileLoopM val cond act
+
+foldLoopM :: Monad m => a -> m b -> (b -> Bool) -> (a -> b -> m a) -> m a
+foldLoopM val sense cond act = r'
+  where r' = do s <- sense
+                if cond s
+                  then do
+                      val' <- act val s
+                      foldLoopM val' sense cond act
+                  else return val
diff --git a/src/Data/Extra/IORef.hs b/src/Data/Extra/IORef.hs
new file mode 100644
--- /dev/null
+++ b/src/Data/Extra/IORef.hs
@@ -0,0 +1,12 @@
+
+module Data.Extra.IORef where
+
+import Data.IORef
+
+-- * Aux IOREf
+modifyIORefIO :: IORef a -> (a -> IO a) -> IO a
+modifyIORefIO ref modify = do
+  v <- readIORef ref
+  new <- modify v
+  writeIORef ref new
+  return new
diff --git a/src/Data/Extra/Num.hs b/src/Data/Extra/Num.hs
new file mode 100644
--- /dev/null
+++ b/src/Data/Extra/Num.hs
@@ -0,0 +1,20 @@
+module Data.Extra.Num where
+
+ensurePos :: (Eq a, Num a) => a -> a
+ensurePos e = if signum e == (-1) then negate e else e
+
+ensureNeg :: (Eq a, Num a) => a -> a
+ensureNeg e = if signum e == 1 then negate e else e
+
+class Similar a where
+  sigma :: a -- margin of error
+
+instance Similar Float where
+  sigma = 0.01
+
+instance Similar Double where
+  sigma = 0.01
+
+(=~) :: (Num a, Ord a, Similar a) => a -> a -> Bool
+x =~ y = abs (x - y) < sigma
+
diff --git a/src/Data/Extra/Ord.hs b/src/Data/Extra/Ord.hs
new file mode 100644
--- /dev/null
+++ b/src/Data/Extra/Ord.hs
@@ -0,0 +1,6 @@
+module Data.Extra.Ord where
+
+inRange :: Ord a => (a, a) -> a -> a
+inRange (mn, mx) n | n < mn    = mn
+                   | n > mx    = mx
+                   | otherwise = n
diff --git a/src/Data/Extra/VectorSpace.hs b/src/Data/Extra/VectorSpace.hs
new file mode 100644
--- /dev/null
+++ b/src/Data/Extra/VectorSpace.hs
@@ -0,0 +1,6 @@
+module Data.Extra.VectorSpace where
+
+import FRP.Yampa.VectorSpace
+
+limitNorm :: (Ord s, VectorSpace v s) => v -> s -> v
+limitNorm v mn = if norm v > mn then mn *^ normalize v else v
diff --git a/src/Debug.hs b/src/Debug.hs
new file mode 100644
--- /dev/null
+++ b/src/Debug.hs
@@ -0,0 +1,8 @@
+module Debug where
+
+import Control.Monad (when, void)
+
+import Constants
+
+debug :: Bool -> String -> IO ()
+debug b msg = when b $ putStrLn msg
diff --git a/src/Display.hs b/src/Display.hs
new file mode 100644
--- /dev/null
+++ b/src/Display.hs
@@ -0,0 +1,229 @@
+{-# OPTIONS_GHC -fno-warn-unused-do-bind #-}
+module Display where
+
+import           Control.Arrow              ((***))
+import           Control.Monad
+import           Data.Maybe (fromJust)
+import           FRP.Yampa.VectorSpace
+import           Graphics.UI.SDL            as SDL
+import qualified Graphics.UI.SDL.Primitives as SDLP
+import qualified Graphics.UI.SDL.TTF        as TTF
+import           Graphics.UI.Extra.SDL      as SDL
+import           Text.Printf
+
+import Constants
+import GameState
+import Objects
+import Resources
+import Physics.TwoDimensions.Shapes
+
+-- | Ad-hoc resource loading
+-- This function is ad-hoc in two senses: first, because it
+-- has the paths to the files hard-coded inside. And second,
+-- because it loads the specific resources that are needed,
+-- so it's not a general, parameterised, scalable solution.
+--
+loadResources :: IO Resources
+loadResources = do
+  -- Font initialization
+  _ <- TTF.init
+
+  -- Load the fonts we need
+  let gameFont = "data/lacuna.ttf"
+  font  <- TTF.openFont gameFont 32 -- 32: fixed size?
+
+  -- Load the fonts we need
+  let gameFont = "data/lacuna.ttf"
+  font2  <- TTF.openFont gameFont 8 -- 32: fixed size?
+
+  -- Return all resources (just the font)
+  return $ Resources font font2
+
+initializeDisplay :: IO ()
+initializeDisplay =
+   -- Initialise SDL
+  SDL.init [InitEverything]
+
+initGraphs :: Resources -> IO ()
+initGraphs _res = do
+  screen <- SDL.setVideoMode (round width) (round height) 32 [SWSurface]
+  SDL.setCaption gameName ""
+
+  -- Important if we want the keyboard to work right (I don't know
+  -- how to make it work otherwise)
+  SDL.enableUnicode True
+
+  -- Hide mouse
+  SDL.showCursor True
+
+  return ()
+
+render :: Resources -> GameState -> IO()
+render resources shownState = do
+  -- Obtain surface
+  screen <- getVideoSurface
+
+  -- Clear BG
+  fillRect screen Nothing (Pixel backgroundColor)
+
+  -- Paint objects
+  mapM_ (paintObject screen resources (gameTime (gameInfo shownState))) (gameObjects shownState)
+
+  when debugCollisions $
+    mapM_ (paintShape  screen resources (gameTime (gameInfo shownState))) (gameObjects shownState)
+
+  -- Paint HUD
+  displayInfo screen resources (gameInfo shownState) (gameObjects shownState)
+
+  -- Paint messages/popups (eg. "Paused", "Level 0", etc.)
+  displayMessage screen resources (gameInfo shownState)
+
+  -- Double buffering
+  SDL.flip screen
+
+-- * Painting functions
+displayInfo :: Surface -> Resources -> GameInfo -> Objects -> IO()
+displayInfo screen resources over objs = do
+  printAlignRight screen resources
+    ("Time: " ++ printf "%.2f" (gameTime over)) (10,50)
+  let p = findPlayer objs
+  case p of
+    Just p' -> let e = playerEnergy p'
+               in printAlignRight screen resources ("Energy: " ++ show e) (10,100)
+    Nothing -> return ()
+
+paintObject :: Surface -> Resources -> Double -> Object -> IO ()
+paintObject screen resources time object =
+  case objectKind object of
+    (Side {}) -> return ()
+    (Ball ballSize) -> do
+      let (px,py)  = (\(u,v) -> (u, gameHeight - v)) (objectPos object)
+      let (x,y)    = (round *** round) (px,py)
+          (vx,vy)  = objectVel object
+          (x',y')  = (round *** round) ((px,py) ^+^ (0.1 *^ (vx, -vy)))
+      _ <- SDLP.filledCircle screen x y (round ballSize) (SDL.Pixel ballColor)
+      _ <- SDLP.line screen x y x' y' (SDL.Pixel velColor)
+
+      -- Print position
+      let font = miniFont resources
+      message <- TTF.renderTextSolid font (show $ (round *** round) (objectPos object)) fontColor
+      let w           = SDL.surfaceGetWidth  message
+          h           = SDL.surfaceGetHeight message
+          (x'',y'')   = (round *** round) (px,py)
+          rect        = SDL.Rect (x''+30) (y''-30) w h
+      SDL.blitSurface message Nothing screen (Just rect)
+      return ()
+
+    (Block sz@(w', h')) -> void $ do
+      let (px,py)  = (objectPos object)
+          (x,y)    = (round *** round) (px,gameHeight - py -h')
+          (w,h)    = (round *** round) sz
+      fillRect screen (Just (Rect x y w h)) (Pixel blockColor)
+
+    (Player state _ vulnerable energy) -> do
+      let blinkOn  = vulnerable || (even (round (time * 10)))
+      when blinkOn $ do
+
+        let (px,py)  = (\(u,v) -> (u, gameHeight - v - playerHeight)) (objectPos object)
+        let (x,y)    = (round *** round) (px,py)
+            (vx,vy)  = objectVel object
+            (x',y')  = (round *** round) ((px,py) ^+^ (0.1 *^ (vx, -vy)))
+            (w,h)    = (round playerWidth, round playerHeight)
+            playerColor = case (state, vulnerable) of
+                            (PlayerRight, True)  -> playerRightColor
+                            (PlayerLeft , True)  -> playerLeftColor
+                            (PlayerStand, True)  -> playerStandColor
+                            (PlayerRight, False) -> playerBlinkRightColor
+                            (PlayerLeft , False) -> playerBlinkLeftColor
+                            (PlayerStand, False) -> playerBlinkStandColor
+
+        fillRect screen (Just (Rect x y w h)) (Pixel playerColor)
+
+        _ <- SDLP.line screen (fromIntegral x) (fromIntegral y) x' y' (SDL.Pixel velColor)
+
+        -- Print position
+        let font = miniFont resources
+        message <- TTF.renderTextSolid font (show $ (round *** round) (objectPos object)) fontColor
+        let w           = SDL.surfaceGetWidth  message
+            h           = SDL.surfaceGetHeight message
+            (x'',y'')   = (round *** round) (px,py)
+            rect        = SDL.Rect (x''+30) (y''-30) w h
+        SDL.blitSurface message Nothing screen (Just rect)
+        return ()
+
+    Projectile -> do
+        let (x0,y0)   = (\(x,y) -> (x - 5, height - y)) $ objectPos object
+            (dx, dy)  = (10, snd (objectPos object))
+            (x0', y0', dx', dy') = (round x0, round y0, round dx, round dy)
+        fillRect screen (Just (Rect x0' y0' dx' dy')) (Pixel fireColor)
+        return ()
+
+paintShape :: Surface -> Resources -> Double -> Object -> IO ()
+paintShape screen resources time object =
+ paintShape' screen resources time (objShape object)
+
+paintShape' screen resources time shape =
+  case shape of
+    Rectangle (px, py) (w,h) -> void $ do
+      let x1 = round px
+          x2 = round (px + w)
+          y1 = round (gameHeight - py - h)
+          y2 = round (gameHeight - py)
+      drawThickRectangle screen (Rect x1 y1 x2 y2) (Pixel collisionDebugColor) collisionDebugThickness
+
+    Circle    (px, py) rd -> void $ do
+      let x = round px
+          y = round (gameHeight - py)
+          r = round rd
+      drawThickCircle screen x y r (Pixel collisionDebugColor) collisionDebugThickness
+
+    SemiPlane (px, py) s ->
+      let w = round width
+          h = round height
+      in case s of
+           LeftSide   -> drawThickLine screen 0 0 0 h (Pixel collisionDebugColor) collisionDebugThickness
+           RightSide  -> drawThickLine screen w 0 w h (Pixel collisionDebugColor) collisionDebugThickness
+           TopSide    -> drawThickLine screen 0 0 w 0 (Pixel collisionDebugColor) collisionDebugThickness
+           BottomSide -> drawThickLine screen 0 h w h (Pixel collisionDebugColor) collisionDebugThickness
+
+drawThickRectangle surface (Rect x1 y1 x2 y2) pixel 0 = return ()
+drawThickRectangle surface rect@(Rect x1 y1 x2 y2) pixel n = do
+  let n' = n-1
+  SDLP.rectangle surface (Rect (x1-n') (y1-n') (x2+n') (y2+n')) pixel
+  drawThickRectangle surface rect pixel n'
+
+drawThickCircle screen x y r pixel 0 = return ()
+drawThickCircle screen x y r pixel n = do
+  let n' = n-1
+  SDLP.circle screen x y (r+n') pixel
+  drawThickCircle screen x y r pixel n'
+
+drawThickLine screen x1 y1 x2 y2 pixel 0 = return ()
+drawThickLine screen x1 y1 x2 y2 pixel n = do
+  let n' = n-1
+  SDLP.line screen (x1) (y1-n') (x2) (y2-n') pixel
+  SDLP.line screen (x1) (y1+n') (x2) (y2+n') pixel
+  SDLP.line screen (x1-n') (y1) (x2-n') (y2) pixel
+  SDLP.line screen (x1+n') (y1) (x2+n') (y2) pixel
+  drawThickLine screen x1 y1 x2 y2 pixel n'
+
+-- * Painting functions
+displayMessage :: Surface -> Resources -> GameInfo -> IO()
+displayMessage screen resources info = case gameStatus info of
+  GameLoading ->
+    printAlignCenter screen resources ("Level " ++ show (gameLevel info))
+  _ -> return ()
+
+-- * Render text with alignment
+printAlignRight :: Surface -> Resources -> String -> (Int, Int) -> IO ()
+printAlignRight screen resources msg (x,y) = void $ do
+  let font = resFont resources
+  message <- TTF.renderTextSolid font msg fontColor
+  renderAlignRight screen message (x,y)
+
+-- * Render text with alignment
+printAlignCenter :: Surface -> Resources -> String -> IO ()
+printAlignCenter screen resources msg = void $ do
+  let font = resFont resources
+  message <- TTF.renderTextSolid font msg fontColor
+  renderAlignCenter screen message
diff --git a/src/FRP/Yampa/Extra.hs b/src/FRP/Yampa/Extra.hs
new file mode 100644
--- /dev/null
+++ b/src/FRP/Yampa/Extra.hs
@@ -0,0 +1,182 @@
+{-# LANGUAGE MultiWayIf #-}
+module FRP.Yampa.Extra where
+
+import Debug.Trace
+import FRP.Yampa
+import FRP.Yampa.InternalCore
+import FRP.Yampa.Switches
+
+-- * Auxiliary FRP stuff
+maybeToEvent :: Maybe a -> Event a
+maybeToEvent = maybe noEvent Event
+
+-- ** ListSF that never dies or produces offspring
+inertSF :: SF a b -> ListSF a b
+inertSF sf = ListSF (sf >>> arr (\o -> (o, False, [])))
+
+-- ** Event-producing SF combinators
+spikeOn :: SF a Bool -> SF a (Event ())
+spikeOn sf = noEvent --> (sf >>> edge)
+
+ifDiff :: Eq a => a -> SF a (Event a)
+ifDiff x = loopPre x $ arr $ \(x',y') ->
+  if x' == y'
+   then (noEvent,  x')
+   else (Event x', x')
+
+-- ** Repetitive switching
+
+repeatSF :: (c -> SF a (b, Event c)) -> c -> SF a b
+repeatSF sf c = switch (sf c) (repeatSF sf)
+
+repeatRevSF :: (c -> SF a (b, Event c)) -> c -> SF a b
+repeatRevSF sf c = revSwitch (sf c) (repeatRevSF sf)
+
+restartOn :: SF a b -> SF a (Event c) -> SF a b
+restartOn sf sfc = switch (sf &&& sfc)
+                          (\_ -> restartOn sf sfc)
+
+-- restartRevOn :: SF a b -> SF a (Event c) -> SF a b
+-- restartRevOn sf sfc = switch (sf &&& sfc)
+--                              (\_ -> restartOn sf sfc)
+-- 
+
+revSwitch :: SF a (b, Event c) -> (c -> SF a b) -> SF a b
+revSwitch (SF {sfTF = tf10}) k = SF {sfTF = tf0}
+    where
+        tf0 a0 =
+            case tf10 a0 of
+                (sf1, (b0, NoEvent))  -> (switchAux sf1 k, b0)
+                (sf1, (_,  Event c0)) -> switchingPoint sf1 k (sfTF (k c0) a0)
+
+        switchingPoint :: SF' a (b, Event c) -> (c -> SF a b) -> (SF' a b, b) -> (SF' a b, b)
+        switchingPoint sf1 k (sfN', b) = (sf', b)
+          where sf' = SF' tf'
+                tf' dt a = if | dt < 0  -> sfTF' (switchAux sf1 k) dt a
+                                           -- let (sf1', b') = sfTF' sf1 dt a
+                                           -- in (switchAux sf1' k, b')
+                              | dt > 0  -> switchingPoint' sf1 k dt (sfTF' sfN' dt a)
+                              | dt == 0 -> switchingPoint sf1 k (sfN', b)
+
+        switchingPoint' :: SF' a (b, Event c) -> (c -> SF a b) -> DTime -> (SF' a b, b) -> (SF' a b, b)
+        switchingPoint' sf1 k accumDT (sfN', b) = (sf', b)
+          where sf' = SF' tf'
+                tf' dt a = let dt' = dt + accumDT
+                           in if | dt < 0  -> if | dt' < 0  -> sfTF' (switchAux sf1 k) dt' a
+                                                 | dt' > 0  -> dt' `seq` switchingPoint' sf1 k dt' (sfTF' sfN' dt a)
+                                                 | dt' == 0 -> switchingPoint' sf1 k accumDT (sfN', b)
+                                 | dt > 0  -> dt' `seq` switchingPoint' sf1 k dt' (sfTF' sfN' dt a)
+                                 | dt == 0 -> switchingPoint' sf1 k accumDT (sfN', b)
+
+
+        switchAux :: SF' a (b, Event c) -> (c -> SF a b) -> SF' a b
+        switchAux sf1                          k = SF' tf
+            where
+                tf dt a =
+                    case (sfTF' sf1) dt a of
+                        (sf1', (b, NoEvent)) -> (switchAux sf1' k, b)
+                        (_,    (_, Event c)) -> switchingPoint sf1 k (sfTF (k c) a)
+
+alwaysForward :: SF a b -> SF a b
+alwaysForward sf = SF $ \a -> let (sf', b) = sfTF sf a
+                              in (alwaysForward' sf', b)
+
+alwaysForward' :: SF' a b -> SF' a b
+alwaysForward' sf = SF' $ \dt a -> let (sf', b) = sfTF' sf (max dt (-dt)) a
+                                   in (alwaysForward' sf', b)
+
+checkpoint :: SF a (b, Event (), Event ()) -> SF a b
+checkpoint sf = SF $ \a -> let (sf', (b, save, reset)) = sfTF sf a
+                           in case reset of
+                                Event () -> error "loop"
+                                NoEvent -> let pt = case save of 
+                                                      Event () -> Just (Right sf)
+                                                      NoEvent  -> Nothing
+                                           in (checkpoint' pt sf', b)
+
+checkpoint' :: Maybe (Either (SF' a (b, Event (), Event ())) (SF a (b, Event (), Event ())))
+            -> (SF' a (b, Event (), Event ()))
+            -> SF' a b
+checkpoint' rstPt sf' = SF' $ \dt a -> let (sf'', (b, save, reset)) = sfTF' sf' dt a
+                                       in case reset of
+                                            Event () -> case rstPt of
+                                                          Nothing    ->  let pt = case save of
+                                                                                    Event () -> Just (Left sf'')
+                                                                                    NoEvent -> rstPt
+                                                                         in pt `seq` (checkpoint' pt sf'', b) 
+
+                                                          Just (Left sf''') -> (checkpoint' rstPt sf''', b)
+                                                          Just (Right sf  ) -> sfTF (checkpoint sf) a
+                                            NoEvent -> let pt = case save of
+                                                                  Event () -> Just (Left sf'')
+                                                                  NoEvent -> rstPt
+                                                       in pt `seq` (checkpoint' pt sf'', b) 
+
+forgetPast sf = SF $ \a -> let (sf', b) = sfTF sf a
+                           in (forgetPast' 0 sf', b)
+
+forgetPast' time sf' = SF' $ \dt a -> let time' = time + dt
+                                      in -- trace (show time') $
+                                          if time' < 0
+                                           then let (sf'', b) = sfTF' sf' (-time) a
+                                                in (forgetPast' 0 sf'', b)
+                                           else let (sf'', b) = sfTF' sf' dt a
+                                                in (forgetPast' time' sf'', b)
+
+limitHistory :: DTime -> SF a b -> SF a b
+limitHistory time sf = SF $ \a -> let (sf', b) = sfTF sf a
+                                  in (limitHistory' 0 time sf', b)
+
+limitHistory' :: Time -> DTime -> SF' a b -> SF' a b
+limitHistory' curT maxT sf' = SF' $ \dt a -> let curT' = curT + dt
+                                                 time' = if curT' > maxT then maxT else curT'
+                                             in -- trace (show (dt, curT, maxT, maxMaxT)) $
+                                                 if time' < 0
+                                                  then let (sf'', b) = sfTF' sf' (-curT) a
+                                                       in (limitHistory' 0 maxT sf'', b)
+                                                  else let (sf'', b) = sfTF' sf' dt a
+                                                       in (limitHistory' time' maxT sf'', b)
+
+clocked :: SF a DTime -> SF a b -> SF a b
+clocked clockSF sf = SF $ \a -> let (sf', b)  = sfTF sf a
+                                    (cSF', _) = sfTF clockSF a
+                                in (clocked' cSF' sf', b)
+
+clocked' :: SF' a DTime -> SF' a b -> SF' a b
+clocked' clockSF sf = SF' $ \dt a -> let (cSF', dt') = sfTF' clockSF dt a
+                                         (sf', b) = sfTF' sf dt' a
+                                     in (clocked' cSF' sf', b)
+
+deltas = localTime >>> loopPre 0 (arr $ \(lt, ot) -> (lt-ot, lt))
+
+type Endo a = a -> a
+
+timeTransform :: Endo DTime -> SF a b -> SF a b
+timeTransform transform sf = SF tf
+ where tf a = let (sf', b) = (sfTF sf) a
+                  sf''     = timeTransformF transform sf'
+              in (sf'', b)
+
+timeTransformF :: Endo DTime -> SF' a b -> SF' a b
+timeTransformF transform sf = SF' tf
+ where tf dt a = let dt'      = transform dt
+                     (sf', b) = (sfTF' sf) dt' a
+                     sf''     = timeTransformF transform sf'
+                 in (sf'', b)
+
+timeTransformSF :: SF a (DTime -> DTime) -> SF a b -> SF a b
+timeTransformSF sfTime sf = SF tf
+ where tf a = let (sf', b) = (sfTF sf) a
+                  (sfTime',_) = (sfTF sfTime) a
+                  sf''     = timeTransformSF' sfTime' sf'
+              in (sf'', b)
+
+
+timeTransformSF' :: SF' a (DTime -> DTime) -> SF' a b -> SF' a b
+timeTransformSF' sfTime sf = SF' tf
+ where tf dt a = let (sfTime', transform) = (sfTF' sfTime) dt a
+                     dt'      = transform dt
+                     (sf', b) = (sfTF' sf) dt' a
+                     sf''     = timeTransformSF' sfTime' sf'
+                 in (sf'', b)
+    
diff --git a/src/Game.hs b/src/Game.hs
new file mode 100644
--- /dev/null
+++ b/src/Game.hs
@@ -0,0 +1,681 @@
+{-# LANGUAGE MultiWayIf #-}
+{-# LANGUAGE Arrows     #-}
+-- | This module defines the game as a big Signal Function that transforms a
+-- Signal carrying a Input 'Controller' information into a Signal carrying
+-- 'GameState'.
+--
+-- There is no randomness in the game, the only input is the user's.
+-- 'Controller' is an abstract representation of a basic input device with
+-- position information and a /fire/ button.
+--
+-- The output is defined in 'GameState', and consists of basic information
+-- (points, current level, etc.) and a universe of objects.
+--
+-- Objects are represented as Signal Functions as well ('ObjectSF'). This
+-- allows them to react to user input and change with time.  Each object is
+-- responsible for itself, but it cannot affect others: objects can watch
+-- others, depend on others and react to them, but they cannot /send a
+-- message/ or eliminate other objects. However, if you would like to
+-- dynamically introduce new elements in the game (for instance, falling
+-- powerups that the player must collect before they hit the ground) then it
+-- might be a good idea to allow objects not only to /kill themselves/ but
+-- also to spawn new object.
+--
+-- This module contains two sections:
+--
+--   - A collection of gameplay SFs, which control the core game loop, carry
+--   out collision detection, , etc.
+--
+--   - One SF per game object. These define the elements in the game universe,
+--   which can observe other elements, depend on user input, on previous
+--   collisions, etc.
+--
+-- You may want to read the basic definition of 'GameState', 'Controller' and
+-- 'ObjectSF' before you attempt to go through this module.
+--
+module Game (wholeGame) where
+
+-- External imports
+import Prelude hiding (id, (.))
+import Control.Category (id, (.))
+import Data.List
+import Data.Maybe
+import Debug.Trace
+import FRP.Yampa -- as Yampa
+-- import FRP.Yampa.InternalCore
+import FRP.Yampa.Extra
+import FRP.Yampa.Switches
+
+-- General-purpose internal imports
+import Data.Extra.Ord
+import Data.Extra.VectorSpace
+import Physics.Oscillator
+import Physics.TwoDimensions.Collisions       as Collisions
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.GameCollisions
+import Physics.TwoDimensions.Shapes
+import Physics.TwoDimensions.PhysicalObjects
+
+-- Internal iports
+import Constants
+import GameState
+import Input
+import Objects
+import ObjectSF
+import Objects.Walls
+
+-- * General state transitions
+
+-- | Run the game that the player can lose at until ('switch') the player is
+-- completely dead, and then restart the game.
+wholeGame :: SF Controller GameState
+wholeGame = forgetPast $ 
+   switch (level 0 >>> (identity &&& playerDead))
+                     (\_ -> wholeGame)
+
+-- * Game over
+
+-- | Detect the death of a player by searching for it in the scene (SF).
+playerDead :: SF GameState (Event ())
+playerDead = playerDead' ^>> edge
+
+-- | Detect the death of a player by searching for it in the scene.
+playerDead' :: GameState -> Bool
+playerDead' gs = gamePlaying && dead
+ where
+   -- Dead in the game if not present, or if found dead
+   dead = null (filter isPlayer (gameObjects gs))
+       || not (null (filter playerIsDead (gameObjects gs)))
+
+   -- Player dead if it has no more lives left
+   playerIsDead o = case objectKind o of
+     (Player _ lives _ _) -> lives < 0
+     otherwise            -> False
+
+   -- This is only defined when the game is in progress.
+   gamePlaying = GamePlaying == gameStatus (gameInfo gs)
+
+-- | Show loading screen for 2 seconds, then move on to play
+-- the game.
+level :: Int -> SF Controller GameState
+level n = switch
+  (levelLoading n &&& after 2 ()) -- show loading screen for 2 seconds
+  (\_ -> levelLoaded n)
+
+-- | Play a level till completed, then move on to the next level.
+levelLoaded :: Int -> SF Controller GameState
+levelLoaded n = switch
+  (playLevel n >>> (identity &&& outOfEnemies))
+  (\_ -> level (n + 1))
+
+timeProgression :: SF Controller (DTime -> DTime)
+timeProgression = slowDown
+ -- proc (c) -> do
+ --  let rev  = if controllerReverse c then ((-1)*) else id
+ --  returnA -< rev
+
+slowDown :: SF Controller (DTime -> DTime)
+slowDown = proc (c) -> do
+  rec let slow = controllerReverse c
+          unit = if | power' >= 0 && slow -> (-1)
+                    | power' >= maxPower  -> 0
+                    | otherwise           -> 1
+      power <- (maxPower +) ^<< integral -< unit
+      let power' = min maxPower (max 0 power)
+          dtF    = if slow && (power' > 0) then (0.1*) else id
+  returnA -< dtF
+ where
+   maxPower :: Double
+   maxPower = 5
+
+
+timeProgression' :: SF ObjectInput (DTime -> DTime)
+timeProgression' = arr userInput >>> stopClock
+
+stopClock :: SF Controller (DTime -> DTime)
+stopClock = switch (arr controllerHalt >>> arr (\c' -> if c' then (const 0, Event ()) else (id, noEvent)))
+                   (\_ -> switch (constant (const 0) &&& after 25 ())
+                                 (\_ -> stopClock))
+
+-- | Produce a constant game state of loading a particular level.
+levelLoading :: Int -> SF a GameState
+levelLoading n = constant (GameState [] (GameInfo 0 n GameLoading))
+
+-- | Play one level indefinitely (it never ends or restarts).
+playLevel :: Int -> SF Controller GameState
+playLevel n =  playLevel' n 
+  -- checkpoint $ proc (c) -> do
+  -- take    <- edge <<^ controllerCheckPointSave -< c
+  -- restore <- edge <<^ controllerCheckPointRestore -< c
+  -- g       <- playLevel' n -< c
+  -- returnA -< (g, take, restore)
+
+playLevel' :: Int -> SF Controller GameState
+playLevel' n =  timeTransformSF timeProgression $ limitHistory 5 $ playLevel'' n
+
+playLevel'' :: Int -> SF Controller GameState
+playLevel'' n = gamePlay (initialObjects n) >>^ composeGameState
+  where
+    -- Compose GameState output from 'gamePlay's output
+    composeGameState :: (Objects, Time) -> GameState
+    composeGameState (objs, t) = GameState objs (GameInfo t n GamePlaying)
+
+-- | Detect when there are no more enemies in the scene.
+outOfEnemies :: SF GameState (Event GameState)
+outOfEnemies = arr outOfEnemies'
+ where
+   outOfEnemies' :: GameState -> (Event GameState)
+   outOfEnemies' gs | null balls = Event gs
+                    | otherwise  = NoEvent
+     where
+       balls = filter isBall (gameObjects gs)
+
+-- ** Game with partial state information
+
+-- | Given an initial list of objects, it runs the game, presenting the output
+-- from those objects at all times, notifying any time the ball hits the floor,
+-- and and of any additional points made.
+--
+-- This works as a game loop with a post-processing step. It uses
+-- a well-defined initial accumulator and a traditional feedback
+-- loop.
+--
+-- The internal accumulator holds the last known collisions (discarded at every
+-- iteration).
+
+playerEnergy'' :: Objects -> Int
+playerEnergy'' objs = 
+  let p = findPlayer objs
+  in case p of
+      Just p' -> playerEnergy p'
+      Nothing -> 0
+
+gameTimeSF = proc (_, (_, e)) -> do
+   dt <- deltas -< ()
+   let dt' = if e < 0 && dt < 0 then (-dt) else dt
+   returnA -< dt'
+
+gamePlay :: [ListSF ObjectInput Object] -> SF Controller (Objects, Time)
+gamePlay objs = loopPre ([], 0) $ clocked gameTimeSF (gamePlay' objs)
+  -- Process physical movement and detect new collisions
+     -- -- Adapt Input
+     -- let oi = ObjectInput input cs
+
+     -- -- Step
+     -- -- Each obj processes its movement forward
+     -- ol  <- dlSwitch objs -< oi
+     -- let cs' = detectCollisions ol
+
+     -- let energyLeft = playerEnergy'' ol
+
+     -- -- Output
+     -- tLeft   <- time -< ()
+     -- returnA -< ((ol, tLeft), (cs', energyLeft))
+
+-- gamePlay' :: SF (Controller, (Collisions, Int)) ((Objects, Time), (Collisions, Int))
+gamePlay' :: [ListSF ObjectInput Object]
+          -> SF (Controller, (Objects.Collisions, Int))
+                (([Object], Time), (Collisions.Collisions String, Int))
+gamePlay' objs = 
+  proc (input, (cs, el)) -> do
+     -- Adapt Input
+     let oi = ObjectInput input cs
+
+     -- Step
+     -- Each obj processes its movement forward
+     ol  <- dlSwitch objs -< oi
+     let cs' = detectCollisions ol
+
+     let eleft = playerEnergy'' ol
+
+     -- Output
+     tLeft   <- time -< ()
+     returnA -< ((ol, tLeft), (cs', eleft))
+
+-- * Game objects
+--
+-- | Objects initially present: the walls, the ball, the player and the blocks.
+initialObjects :: Int -> [ListSF ObjectInput Object]
+initialObjects level =
+  objEnemies level ++ blocks level ++ objPlayers ++ walls
+ where
+   walls = [ inertSF objSideRight
+           , inertSF objSideTop
+           , inertSF objSideLeft
+           , inertSF objSideBottom
+           ]
+
+-- ** Enemies
+
+-- | Defines the enemies depending on the level.
+--
+-- This function is paired with 'blocks', because there could be inconsistent
+-- initial positions in which blocks and enemies already overlap.
+--
+-- WARNING: All objects need different names, both at the beginning and during
+-- gameplay.
+
+objEnemies :: Int -> [ListSF ObjectInput Object]
+
+objEnemies 0 =
+  [ splittingBall ballWidth "ballEnemy1" (600, 300) (360, -350) ]
+
+objEnemies 1 =
+  [ splittingBall ballMedium "ballEnemy1" (width/4, 300)   (360, -350)
+  , splittingBall ballMedium "ballEnemy2" (3*width/4, 300) (360, -350) ]
+
+objEnemies 2 =
+  map ballLeft [1..4] ++ map ballRight [1..4]
+ where baseL = 20
+       sep   = width / 20
+       baseR = width - (baseL  + 4 * sep)
+
+       ballLeft n = splittingBall ballSmall ("ballEnemyL" ++ show n)
+                         (baseL + n * sep, 100) (-200, -200)
+
+       ballRight n = splittingBall ballSmall ("ballEnemyR" ++ show n)
+                           (baseR + n * sep, 100) (200, -200)
+
+objEnemies n =
+  [ splittingBall ballBig "ballEnemy1" (600, 300) (360, -350) ]
+
+-- ** Blocks
+--
+-- Blocks are horizontal rectangles that /every/ other element collides
+-- with. They need not be static.
+
+-- | List of blocks depending on the level.
+blocks :: Int -> [ListSF ObjectInput Object]
+blocks 0 = [ objBlock    "block1" (200, 55)  (100, 50)               ]
+blocks 1 = [ movingBlock "block1" (400, 200) (100, 50) 200 10   0  0 ]
+blocks 2 = [ movingBlock "block1" (400, 200) (100, 50) 0    0 100 10 ]
+blocks 3 = [ movingBlock "block1" (324, 200) (100, 40) 200  6   0  0
+           , movingBlock "block2" (700, 200) (100, 40) 200  6 100 10
+           ]
+blocks n = [ objBlock    "block1" (200, 200) (100, 50) ]
+
+-- *** Moving blocks
+
+-- | A moving block with an initial position and size, and horizontal and
+-- vertical amplitude and periods. If an amplitude is /not/ zero, the
+-- block moves along that dimension using a periodic oscillator
+-- (see the SF 'osci').
+
+movingBlock :: String
+            -> Pos2D -> Size2D  -- Geometry
+            -> Double -> Double -- Horizontal oscillation amplitude and period
+            -> Double -> Double -- Vertical   oscillation amplitude and period
+            -> ListSF ObjectInput Object
+movingBlock name (px, py) size hAmp hPeriod vAmp vPeriod = ListSF $ proc _ -> do
+  px' <- vx -< px
+  py' <- vy -< py
+  returnA -< (Object { objectName           = name
+                     , objectKind           = Block size
+                     , objectPos            = (px', py')
+                     , objectVel            = (0,0)
+                     , canCauseCollisions   = False
+                     , collisionEnergy      = 0
+                     }, False, [])
+
+ where
+
+   -- To avoid errors, we check that the amplitude is non-zero, otherwise
+   -- just pass the given position along.
+   vx :: SF Double Double
+   vx = if hAmp /= 0 then (px +) ^<< osci hAmp hPeriod else identity
+
+   -- To avoid errors, we check that the amplitude is non-zero, otherwise
+   -- just pass the given position along.
+   vy :: SF Double Double
+   vy = if vAmp /= 0 then (py +) ^<< osci vAmp vPeriod else identity
+
+-- | Generic block builder, given a name, a size and its base
+-- position.
+objBlock :: ObjectName -> Pos2D -> Size2D -> ListSF ObjectInput Object
+objBlock name pos size = ListSF $ timeTransformSF timeProgression' $ constant
+  (Object { objectName           = name
+          , objectKind           = Block size
+          , objectPos            = pos
+          , objectVel            = (0,0)
+          , canCauseCollisions   = False
+          , collisionEnergy      = 0
+          }, False, [])
+
+-- ** Enemy sizes
+ballGiant  = ballWidth
+ballBig    = ballGiant  / 2
+ballMedium = ballBig    / 2
+ballSmall  = ballMedium / 2
+
+-- ** Player
+objPlayers :: [ListSF ObjectInput Object]
+objPlayers =
+  [ player initialLives playerName (320, 20) True ]
+
+-- ** Guns
+
+gun :: String -> SF (ObjectInput, Pos2D) [ListSF ObjectInput Object]
+gun name = normalGun name
+  -- To switch between different kinds of guns
+  -- gun name = switch
+  --   (normalGun name &&& after 5 ())
+  --   (\_ -> multipleGun name)
+
+-- *** Normal gun, fires one shot at a time
+
+normalGun :: String -> SF (ObjectInput, Pos2D) [ListSF ObjectInput Object]
+normalGun name = revSwitch (constant [] &&& gunFired name)
+                           (\fireLSF -> blockedGun name fireLSF)
+
+blockedGun name fsf = revSwitch (([fsf] --> constant []) &&& fireDead fsf)
+                             (\_ -> normalGun name)
+
+fireDead fsf = proc (oi, _) -> do
+  (_, b, _) <- listSF fsf -< oi
+  justDied <- edge -< b
+  returnA -< justDied
+
+gunFired :: String -> SF (ObjectInput, Pos2D) (Event (ListSF ObjectInput Object))
+gunFired name = proc (i, ppos) -> do
+  -- Fire!!
+  newF1  <- edge -< controllerClick (userInput i)
+  uniqId <- (\t -> "fire" ++ name ++ show t) ^<< time -< ()
+
+  let newFire = fire uniqId (fst ppos + playerWidth / 2, 0) False
+  returnA -< newF1 `tag` newFire
+
+eventToList :: Event a -> [ a ]
+eventToList NoEvent   = []
+eventToList (Event a) = [a]
+
+-- *** Normal gun, fires one shot at a time
+multipleGun :: String -> SF (ObjectInput, Pos2D) [ListSF ObjectInput Object]
+multipleGun name = eventToList ^<< gunFired name
+
+player :: Int -> String -> Pos2D -> Bool -> ListSF ObjectInput Object
+player lives name p0 vul = ListSF $ proc i -> do
+  (ppos, pvel) <- playerProgress name p0 -< i
+
+  let state = playerState (userInput i)
+
+  -- newF1  <- isEvent ^<< edge                          -< controllerClick (userInput i)
+  -- uniqId <- (\t -> "fire" ++ name ++ show t) ^<< time -< ()
+  -- let newF1Arrows = [ fire uniqId (fst ppos, 0) False
+  --                   | newF1 ]
+
+  newF1Arrows <- gun name -< (i, ppos)
+
+  -- Dead?
+  let hitByBall = not $ null
+                $ collisionMask name ("ball" `isPrefixOf`)
+                $ collisions i
+
+  vulnerable <- alwaysForward $ 
+                  switch (constant vul &&& after 2 ())
+                         (\_ -> constant True) -< ()
+
+  dead <- isEvent ^<< edge -< hitByBall && vulnerable
+
+  let newPlayer   = [ player (lives-1) name p0 False
+                    | dead  && lives > 0 ]
+
+  dt <- deltas -< ()
+  energy <- loopPre 5 (arr (dup . max 0 . min 5 . sumTime)) -< dt
+  --  max 0 (min 5 (round (fromIntegral (playerEnergy'' ol) + dt)))
+
+  -- Final player
+  returnA -< (Object { objectName           = name
+                     , objectKind           = Player state lives vulnerable (round energy)
+                     , objectPos            = ppos
+                     , objectVel            = pvel
+                     , canCauseCollisions   = True
+                     , collisionEnergy      = 1
+                     }
+             , dead
+             , newF1Arrows ++ newPlayer)
+
+sumTime :: (DTime, DTime) -> DTime
+sumTime (dt, e) = e + dt
+
+playerState :: Controller -> PlayerState
+playerState controller =
+  case (controllerLeft controller, controllerRight controller) of
+    (True, _)    -> PlayerLeft
+    (_,    True) -> PlayerRight
+    _            -> PlayerStand
+
+playerName :: String
+playerName = "player"
+
+playerProgress :: String -> Pos2D -> SF ObjectInput (Pos2D, Vel2D)
+playerProgress pid p0 = proc i -> do
+  -- Obtain velocity based on state and input, and obtain
+  -- velocity delta to be applied to the position.
+  v  <- repeatSF getVelocity PlayerStand -< userInput i
+
+  let collisionsWithBlocks = filter onlyBlocks (collisions i)
+
+      onlyBlocks (Collision cdata) = any (playerCollisionElem . fst) cdata
+
+      playerCollisionElem s = isBlockId s || isWallId s
+      isBlockId = ("block" `isPrefixOf`)
+      isWallId  = ("Wall" `isSuffixOf`)
+
+  let ev = changedVelocity pid collisionsWithBlocks
+      vc = fromMaybe v ev
+
+  (px,py) <- (p0 ^+^) ^<< alwaysForward integral -< vc
+
+  -- Calculate actual velocity based on corrected/capped position
+  v' <- derivative -< (px, py)
+
+  returnA -< ((px, py), v')
+
+ where
+
+   capPlayerPos (px, py) = (px', py')
+     where px' = inRange (0, width - playerWidth)  px
+           py' = inRange (0, height - playerHeight) py
+
+   getVelocity :: PlayerState -> SF Controller (Vel2D, Event PlayerState)
+   getVelocity pstate = stateVel pstate &&& stateChanged pstate
+
+   stateVel :: PlayerState -> SF a Vel2D
+   stateVel PlayerLeft  = constant (-playerSpeed, 0)
+   stateVel PlayerRight = constant (playerSpeed,  0)
+   stateVel PlayerStand = constant (0,            0)
+
+   stateChanged :: PlayerState -> SF Controller (Event PlayerState)
+   stateChanged oldState = arr playerState >>> ifDiff oldState
+
+-- *** Fire/arrows/bullets/projectiles
+
+-- | This produces bullets that die when they hit the top of the screen.
+-- There's sticky bullets and normal bullets. Sticky bullets get stuck for a
+-- while before they die.
+fire :: String -> Pos2D -> Bool -> ListSF ObjectInput Object
+fire name (x0, y0) sticky = ListSF $ proc i -> do
+
+  -- Calculate arrow tip
+  yT <- (y0+) ^<< integral -< fireSpeed
+  let y = min height yT
+
+  -- Delay death if the fire is "sticky"
+  hit <- revSwitch (never &&& fireHitCeiling) (\_ -> stickyDeath sticky) -< y
+
+  hitBall  <- arr (fireCollidedWithBall  name) -< collisions i
+  hitBlock <- arr (fireCollidedWithBlock name) -< collisions i
+
+  let dead = isEvent hit || hitBall || hitBlock
+
+  let object = Object { objectName = name
+                      , objectKind = Projectile
+                      , objectPos  = (x0, y)
+                      , objectVel  = (0, 0)
+                      , canCauseCollisions = True
+                      , collisionEnergy = 0
+                      }
+
+  returnA -< (object, dead, [])
+
+ where
+
+   fireHitCeiling = arr (>= height) >>> edge
+   fireCollidedWithBall  bid = not . null . collisionMask bid ("ball" `isPrefixOf`)
+   fireCollidedWithBlock bid = not . null . collisionMask bid ("block" `isPrefixOf`)
+
+stickyDeath :: Bool -> SF a (Event ())
+stickyDeath True  = after 30 ()
+stickyDeath False = constant (Event ())
+
+-- *** Ball
+
+splittingBall :: Double -> String -> Pos2D -> Vel2D -> ListSF ObjectInput Object
+splittingBall size bid p0 v0 = ListSF $ timeTransformSF timeProgression' $ proc i -> do
+
+  -- Default, just bouncing behaviour
+  bo <- bouncingBall size bid p0 v0 -< i
+
+  -- Hit fire? If so, it should split
+  click <- edge <<^ ballCollidedWithFire bid -< collisions i
+  let shouldSplit = isEvent click
+
+  -- We need two unique IDs so that collisions work
+  t <- localTime -< ()
+  let offspringIDL = bid ++ show t ++ "L"
+      offspringIDR = bid ++ show t ++ "R"
+
+  let enforceYPositive (x,y) = (x, abs y)
+
+  -- Position and velocity of new offspring
+  let bpos = physObjectPos bo
+      bvel = enforceYPositive $ physObjectVel bo
+      ovel = enforceYPositive $ (\(vx,vy) -> (-vx, vy)) bvel
+
+  -- Offspring size, unless this ball is too small to split
+  let tooSmall      = size <= (ballWidth / 8)
+  let offspringSize = size / 2
+
+  -- Calculate offspring, if any
+  let offspringL = splittingBall offspringSize offspringIDL bpos bvel
+      offspringR = splittingBall offspringSize offspringIDR bpos ovel
+      offspring  = if shouldSplit && not tooSmall
+                    then [ offspringL, offspringR ]
+                    else []
+
+  -- If it splits, we just remove this one
+  let dead = shouldSplit
+
+  returnA -< (bo, dead, offspring)
+
+ballCollidedWithFire :: ObjectName -> Objects.Collisions -> Bool
+ballCollidedWithFire bid = not . null . collisionMask bid ("fire" `isPrefixOf`)
+
+-- A bouncing ball moves freely until there is a collision, then bounces and
+-- goes on and on.
+--
+-- This SF needs an initial position and velocity. Every time
+-- there is a bounce, it takes a snapshot of the point of
+-- collision and corrected velocity, and starts again.
+--
+bouncingBall :: Double -> String -> Pos2D -> Vel2D -> ObjectSF
+bouncingBall size bid p0 v0 = repeatRevSF (progressAndBounce size bid) (p0, v0)
+
+
+-- | Calculate the future tentative position, and bounce if necessary. Pass on
+-- snapshot of ball position and velocity if bouncing.
+progressAndBounce :: Double -> String -> (Pos2D, Vel2D)
+                  -> SF ObjectInput (Object, Event (Pos2D, Vel2D))
+progressAndBounce size bid (p0, v0) = proc i -> do
+
+  -- Position of the ball, starting from p0 with velicity v0, since the
+  -- time of last switching (or being fired, whatever happened last)
+  -- provided that no obstacles are encountered.
+  o <- freeBall size bid p0 v0 -< i
+
+  -- The ballBounce needs the ball SF' input (which has knowledge of
+  -- collisions), so we carry it parallely to the tentative new
+  -- positions, and then use it to detect when it's time to bounce
+  b <- ballBounce bid -< (i, o)
+
+  returnA -< (o, b)
+
+-- | Detect if the ball must bounce and, if so, take a snapshot of the object's
+-- current position and velocity.
+--
+-- NOTE: To avoid infinite loops when switching, the initial input is discarded
+-- and never causes a bounce. Careful: this prevents the ball from bouncing
+-- immediately after creation, which may or may not be what we want.
+ballBounce :: String -> SF (ObjectInput, Object) (Event (Pos2D, Vel2D))
+ballBounce bid = noEvent --> ballBounce' bid
+
+-- | Detect if the ball must bounce and, if so, take a snapshot of the object's
+-- current position and velocity.
+--
+-- This does the core of the work, and does not ignore the initial input.
+--
+-- It proceeds by detecting whether any collision affects the ball's velocity,
+-- and outputs a snapshot of the object position and the corrected velocity if
+-- necessary.
+ballBounce' :: String -> SF (ObjectInput, Object) (Event (Pos2D, Vel2D))
+ballBounce' bid = proc (ObjectInput ci cs, o) -> do
+  -- HN 2014-09-07: With the present strategy, need to be able to
+  -- detect an event directly after
+  -- ev <- edgeJust -< changedVelocity "ball" cs
+  let collisionsWithoutBalls = filter (not . allBalls) cs
+      allBalls (Collision cdata) = all (isPrefixOf "ball" . fst) cdata
+
+  let collisionsWithoutPlayer = filter (not . anyPlayer)
+                                 collisionsWithoutBalls
+      anyPlayer (Collision cdata) = any (isPrefixOf "player" . fst) cdata
+
+  let ev = maybeToEvent (changedVelocity bid collisionsWithoutPlayer)
+  returnA -< fmap (\v -> (objectPos o, v)) ev
+
+-- | Position of the ball, starting from p0 with velicity v0, since the time of
+-- last switching (that is, collision, or the beginning of time --being fired
+-- from the paddle-- if never switched before), provided that no obstacles are
+-- encountered.
+freeBall :: Double -> String -> Pos2D -> Vel2D -> ObjectSF
+freeBall size name p0 v0 = proc (ObjectInput ci cs) -> do
+
+  -- Integrate acceleration, add initial velocity and cap speed. Resets both
+  -- the initial velocity and the current velocity to (0,0) when the user
+  -- presses the Halt key (hence the dependency on the controller input ci).
+  vInit <- startAs v0 -< ci
+  vel   <- vdiffSF    -< (vInit, (0, -1000.8), ci)
+
+  -- Any free moving object behaves like this (but with
+  -- acceleration. This should be in some FRP.NewtonianPhysics
+  -- module)
+  pos <- (p0 ^+^) ^<< integral -< vel
+
+  let obj = Object { objectName           = name
+                   , objectKind           = Ball size
+                   , objectPos            = pos
+                   , objectVel            = vel
+                   , canCauseCollisions   = True
+                   , collisionEnergy      = 1
+                   }
+
+  returnA -< obj
+ where -- Spike every time the user presses the Halt key
+       restartCond = spikeOn (arr controllerStop)
+
+       -- Calculate the velocity, restarting when the user
+       -- requests it.
+       vdiffSF = proc (iv, acc, ci) -> do
+                   -- Calculate velocity difference by integrating acceleration
+                   -- Reset calculation when user requests to stop balls
+                   vd <- restartOn (arr fst >>> integral)
+                                   (arr snd >>> restartCond) -< (acc, ci)
+
+                   -- Add initial velocity, and cap the result
+                   v <- arr (uncurry (^+^)) -< (iv, vd)
+                   let vFinal = limitNorm v (maxVNorm size)
+
+                   returnA -< vFinal
+
+       -- Initial velocity, reset when the user requests it.
+       startAs v0  = revSwitch (constant v0 &&& restartCond)
+                               (\_ -> startAs (0,0))
diff --git a/src/GameState.hs b/src/GameState.hs
new file mode 100644
--- /dev/null
+++ b/src/GameState.hs
@@ -0,0 +1,42 @@
+-- | The state of the game during execution. It has two
+-- parts: general info (level, points, etc.) and
+-- the actual gameplay info (objects).
+--
+-- Because the game is always in some running state
+-- (there are no menus, etc.) we assume that there's
+-- always some gameplay info, even though it can be
+-- empty.
+module GameState where
+
+-- import FRP.Yampa as Yampa
+
+import Objects
+import FRP.Yampa (Time)
+
+-- | The running state is given by a bunch of 'Objects' and the current general
+-- 'GameInfo'. The latter contains info regarding the current level, the number
+-- of points, etc.
+--
+-- Different parts of the game deal with these data structures.  It is
+-- therefore convenient to group them in subtrees, even if there's no
+-- substantial difference betweem them.
+data GameState = GameState
+  { gameObjects :: !Objects
+  , gameInfo    :: !GameInfo
+  }
+
+-- | Initial (default) game state.
+neutralGameState :: GameState
+neutralGameState = GameState
+  { gameObjects = []
+  , gameInfo    = GameInfo 0 0 GameLoading
+  }
+
+data GameInfo = GameInfo { gameTime  :: Time
+                         , gameLevel :: Int
+                         , gameStatus :: GameStatus
+                         }
+
+data GameStatus = GamePlaying
+                | GameLoading
+ deriving (Eq, Show)
diff --git a/src/Graphics/UI/Extra/SDL.hs b/src/Graphics/UI/Extra/SDL.hs
new file mode 100644
--- /dev/null
+++ b/src/Graphics/UI/Extra/SDL.hs
@@ -0,0 +1,65 @@
+module Graphics.UI.Extra.SDL where
+
+import Control.Monad
+import Data.IORef
+import Graphics.UI.SDL
+
+-- * Types
+
+-- Auxiliary SDL stuff
+isEmptyEvent :: Event -> Bool
+isEmptyEvent NoEvent = True
+isEmptyEvent _       = False
+
+-- * SDL-based clock
+
+initializeTimeRef :: IO (IORef Int)
+initializeTimeRef = do
+  -- Weird shit I have to do to get accurate time!
+  timeRef <- newIORef (0 :: Int)
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+  _       <- senseTimeRef timeRef
+
+  return timeRef
+
+senseTimeRef :: IORef Int -> IO Int
+senseTimeRef timeRef = do
+  -- Get time passed since SDL init
+  newTime <- fmap fromIntegral getTicks
+
+  -- Obtain time difference
+  dt <- updateTime timeRef newTime
+  return dt
+
+-- | Updates the time in an IO Ref and returns the time difference
+updateTime :: IORef Int -> Int -> IO Int
+updateTime timeRef newTime = do
+  previousTime <- readIORef timeRef
+  writeIORef timeRef newTime
+  return (newTime - previousTime)
+
+milisecsToSecs :: Int -> Double
+milisecsToSecs m = fromIntegral m / 1000
+
+-- * Rendering
+
+renderAlignRight :: Surface -> Surface -> (Int, Int) -> IO ()
+renderAlignRight screen surface (x,y) = void $ do
+  let rightMargin = surfaceGetWidth screen
+      w           = surfaceGetWidth  surface
+      h           = surfaceGetHeight surface
+      rect        = Rect (rightMargin - x - w) y w h
+  blitSurface surface Nothing screen (Just rect)
+
+renderAlignCenter :: Surface -> Surface -> IO ()
+renderAlignCenter screen surface = void $ do
+  let tWidth  = surfaceGetWidth screen
+      tHeight = surfaceGetWidth screen
+      w       = surfaceGetWidth  surface
+      h       = surfaceGetHeight surface
+      px      = (tWidth - w) `div` 2
+      py      = (tHeight - h) `div` 2
+      rect    = Rect px py w h
+  blitSurface surface Nothing screen (Just rect)
diff --git a/src/Input.hs b/src/Input.hs
new file mode 100644
--- /dev/null
+++ b/src/Input.hs
@@ -0,0 +1,133 @@
+-- | Defines an abstraction for the game controller and the functions to read
+-- it.
+--
+-- Lower-level devices replicate the higher-level API, and should accomodate to
+-- it. Each device should:
+--
+--    - Upon initialisation, return any necessary information to poll it again.
+--
+--    - Update the controller with its own values upon sensing.
+--
+-- In this case, we only have one:  mouse/keyboard combination.
+--
+module Input where
+
+-- External imports
+import Data.IORef
+import Graphics.UI.SDL as SDL
+
+-- Internal imports
+import Control.Extra.Monad
+import Data.Extra.IORef
+import Graphics.UI.Extra.SDL
+
+-- * Game controller
+
+-- | Controller info at any given point.
+data Controller = Controller
+  { controllerPos               :: (Double, Double)
+  , controllerLeft              :: Bool
+  , controllerRight             :: Bool
+  , controllerClick             :: Bool
+  , controllerStop              :: Bool
+  , controllerPause             :: Bool
+  , controllerExit              :: Bool
+  , controllerFast              :: Bool
+  , controllerSlow              :: Bool
+  , controllerSuperSlow         :: Bool
+  , controllerReverse           :: Bool
+  , controllerHalt              :: Bool
+  , controllerFullscreen        :: Bool
+  , controllerCheckPointSave    :: Bool
+  , controllerCheckPointRestore :: Bool
+  }
+
+-- | Controller info at any given point, plus a pointer
+-- to poll the main device again. This is safe,
+-- since there is only one writer at a time (the device itself).
+newtype ControllerRef =
+  ControllerRef { controllerData :: (IORef Controller, Controller -> IO Controller) }
+
+-- * General API
+
+-- | Initialize the available input devices. This operation
+-- returns a reference to a controller, which enables
+-- getting its state as many times as necessary. It does
+-- not provide any information about its nature, abilities, etc.
+initializeInputDevices :: IO ControllerRef
+initializeInputDevices = do
+  nr <- newIORef defaultInfo
+  return $ ControllerRef (nr, sdlGetController)
+ where defaultInfo = Controller (0,0) False False  -- Position and direction
+                                False              -- Fire
+                                False              -- Stop balls
+                                False              -- Pause
+                                False              -- Exit
+                                False False False  -- Speed control
+                                False              -- Reverse time
+                                False              -- Halt
+                                False              -- Fullscreen
+                                False              -- CheckpointSave
+                                False              -- CheckpointRestore
+
+-- | Sense from the controller, providing its current
+-- state. This should return a new Controller state
+-- if available, or the last one there was.
+--
+-- It is assumed that the sensing function is always
+-- callable, and that it knows how to update the
+-- Controller info if necessary.
+senseInput :: ControllerRef -> IO Controller
+senseInput (ControllerRef (cref, sensor)) =
+  modifyIORefIO cref sensor
+
+type ControllerDev = IO (Maybe (Controller -> IO Controller))
+
+-- * SDL API (mid-level)
+
+-- ** Sensing
+
+-- | Sense the SDL keyboard and mouse and update
+-- the controller. It only senses the mouse position,
+-- the primary mouse button, and the p key to pause
+-- the game.
+--
+-- We need a non-blocking controller-polling function.
+-- TODO: Check http://gameprogrammer.com/fastevents/fastevents1.html
+sdlGetController :: Controller -> IO Controller
+sdlGetController info =
+  foldLoopM info pollEvent (not.isEmptyEvent) ((return .) . handleEvent)
+
+handleEvent :: Controller -> SDL.Event -> Controller
+handleEvent c e =
+  case e of
+    MouseMotion x y _ _                      -> c { controllerPos        = (fromIntegral x, fromIntegral y)}
+    MouseButtonDown _ _ ButtonLeft           -> c { controllerClick      = True  }
+    MouseButtonUp   _ _ ButtonLeft           -> c { controllerClick      = False }
+    KeyDown (Keysym { symKey = SDLK_LEFT  }) -> c { controllerLeft       = True  }
+    KeyUp   (Keysym { symKey = SDLK_LEFT  }) -> c { controllerLeft       = False }
+    KeyDown (Keysym { symKey = SDLK_RIGHT }) -> c { controllerRight      = True  }
+    KeyUp   (Keysym { symKey = SDLK_RIGHT }) -> c { controllerRight      = False }
+    KeyUp   (Keysym { symKey = SDLK_p     }) -> c { controllerPause      = not (controllerPause c)      }
+    KeyUp   (Keysym { symKey = SDLK_f     }) -> c { controllerFullscreen = not (controllerFullscreen c) }
+    KeyDown (Keysym { symKey = SDLK_w     }) -> c { controllerSuperSlow  = True  }
+    KeyUp   (Keysym { symKey = SDLK_w     }) -> c { controllerSuperSlow  = False }
+    KeyDown (Keysym { symKey = SDLK_s     }) -> c { controllerSlow       = True  }
+    KeyUp   (Keysym { symKey = SDLK_s     }) -> c { controllerSlow       = False }
+    KeyDown (Keysym { symKey = SDLK_x     }) -> c { controllerFast       = True  }
+    KeyUp   (Keysym { symKey = SDLK_x     }) -> c { controllerFast       = False }
+    KeyDown (Keysym { symKey = SDLK_r     }) -> c { controllerReverse    = True  }
+    KeyUp   (Keysym { symKey = SDLK_r     }) -> c { controllerReverse    = False }
+    KeyDown (Keysym { symKey = SDLK_t     }) -> c { controllerHalt       = True  }
+    KeyUp   (Keysym { symKey = SDLK_t     }) -> c { controllerHalt       = False }
+    KeyDown (Keysym { symKey = SDLK_h     }) -> c { controllerStop       = True  }
+    KeyUp   (Keysym { symKey = SDLK_h     }) -> c { controllerStop       = False }
+    KeyDown (Keysym { symKey = SDLK_c     }) -> c { controllerCheckPointSave = True  }
+    KeyUp   (Keysym { symKey = SDLK_c     }) -> c { controllerCheckPointSave = False }
+    KeyDown (Keysym { symKey = SDLK_v     }) -> c { controllerCheckPointRestore = True  }
+    KeyUp   (Keysym { symKey = SDLK_v     }) -> c { controllerCheckPointRestore = False }
+    KeyDown (Keysym { symKey = SDLK_SPACE }) -> c { controllerClick      = True  }
+    KeyUp   (Keysym { symKey = SDLK_SPACE }) -> c { controllerClick      = False }
+    KeyDown (Keysym { symKey = SDLK_ESCAPE}) -> c { controllerExit       = True  }
+    _                                        -> c
+
diff --git a/src/Main.hs b/src/Main.hs
new file mode 100644
--- /dev/null
+++ b/src/Main.hs
@@ -0,0 +1,42 @@
+import Control.Applicative
+import Data.IORef
+import FRP.Yampa as Yampa
+import System.Mem
+
+import Game
+import Display
+import Input
+import Graphics.UI.Extra.SDL
+
+main :: IO ()
+main = do
+
+  initializeDisplay
+
+  timeRef       <- initializeTimeRef
+  controllerRef <- initializeInputDevices
+  res           <- loadResources
+
+  initGraphs res
+  reactimate (senseInput controllerRef)
+             (\_ -> do
+                -- Get clock and new input
+                mInput <- senseInput controllerRef
+                dtSecs <- senseTime timeRef mInput
+                -- trace ("Time : " ++ printf "%.5f" dtSecs) $
+                return (if controllerPause mInput then 0 else dtSecs, Just mInput)
+             )
+             (\_ (e,c) -> do render res e
+                             performGC
+                             return (controllerExit c)
+             )
+             (wholeGame &&& arr id)
+
+senseTime :: IORef Int -> Controller -> IO DTime
+senseTime timeRef = \mInput ->
+  let tt  = if controllerSlow      mInput then (/10)      else id
+      tt1 = if controllerSuperSlow mInput then (/100)     else tt
+      tt2 = if controllerFast      mInput then (*10)      else tt1
+      tt3 = id -- if controllerReverse   mInput then (\x -> -x) else id
+  in (tt3 . tt2 . milisecsToSecs) <$> senseTimeRef timeRef
+
diff --git a/src/ObjectSF.hs b/src/ObjectSF.hs
new file mode 100644
--- /dev/null
+++ b/src/ObjectSF.hs
@@ -0,0 +1,44 @@
+-- | Objects as signal functions.
+--
+-- Live objects in the game take user input and the game universe
+-- and define their state in terms of that. They can remember what
+-- happened (see Yampa's Arrow combinators, which hide continuations),
+-- change their behaviour (see switches in Yampa).
+module ObjectSF where
+
+import FRP.Yampa
+
+import Objects
+import Input
+
+-- | Objects are defined as transformations that take 'ObjectInput' signals and
+-- return 'ObjectOutput' signals.
+type ObjectSF = SF ObjectInput Object
+
+-- | In order to determine its new output, an object needs to know the user's
+-- desires ('userInput'), whether there have been any collisions
+-- ('collisions').
+--
+-- The reason for depending on 'Collisions' is that objects may ``change''
+-- when hit (start moving in a different direction).
+data ObjectInput = ObjectInput
+  { userInput    :: Controller
+  , collisions   :: Collisions
+  }
+
+-- -- | What we can see about each live object at each time. It's a
+-- -- snapshot of the object.
+-- data ObjectOutput = ObjectOutput
+--   { outputObject :: Object   -- ^ The object's state (position, shape, etc.).
+--   }
+
+-- -- | List of identifiable objects. Used to work with dynamic object
+-- -- collections.
+-- type ObjectSFs = IL ObjectSF
+
+-- extractObjects :: Functor f => SF (f ObjectOutput) (f Object)
+-- extractObjects = arr (fmap outputObject)
+--
+-- -- | A list of object outputs
+-- type ObjectOutputs = [ObjectOutput]
+--
diff --git a/src/Objects.hs b/src/Objects.hs
new file mode 100644
--- /dev/null
+++ b/src/Objects.hs
@@ -0,0 +1,93 @@
+{-# LANGUAGE TypeSynonymInstances  #-}
+{-# LANGUAGE FlexibleInstances     #-}
+{-# LANGUAGE MultiParamTypeClasses #-}
+-- | Game objects and collisions.
+module Objects where
+
+import Control.Arrow ((***))
+import Data.Maybe (listToMaybe)
+import FRP.Yampa.VectorSpace
+
+import qualified Physics.TwoDimensions.Collisions      as C
+import           Physics.TwoDimensions.Dimensions
+import           Physics.TwoDimensions.PhysicalObjects
+import           Physics.TwoDimensions.Shapes
+
+import Constants
+
+type Collision  = C.Collision ObjectName
+type Collisions = C.Collisions ObjectName
+
+-- * Objects
+
+type Objects = [Object]
+type ObjectName = String
+
+-- | Objects have logical properties (ID, kind, dead, hit), shape properties
+-- (kind), physical properties (kind, pos, vel, acc) and collision properties
+-- (hit, 'canCauseCollisions', energy, displaced).
+data Object = Object { objectName           :: !ObjectName
+                     , objectKind           :: !ObjectKind
+                     , objectPos            :: !Pos2D
+                     , objectVel            :: !Vel2D
+                     , canCauseCollisions   :: !Bool
+                     , collisionEnergy      :: !Double
+                     }
+ deriving (Show)
+
+findPlayer = listToMaybe . filter isPlayer
+
+isBall :: Object -> Bool
+isBall o = case objectKind o of
+  Ball _ -> True
+  _      -> False
+
+isPlayer :: Object -> Bool
+isPlayer o = case objectKind o of
+  Player {} -> True
+  _         -> False
+
+-- | The kind of object and any size properties.
+data ObjectKind = Ball   !Double -- radius
+                | Player !PlayerState !Int {- lives -} !Bool {- Vulnerable -} !Int {- energy -}
+                | Side   !Side
+                | Projectile
+                | Block  !Size2D
+                -- | PowerUp PowerUp
+  deriving (Show,Eq)
+
+data PlayerState = PlayerRight
+                 | PlayerLeft
+                 | PlayerStand
+  deriving (Eq, Show)
+
+playerEnergy :: Object -> Int
+playerEnergy o = case objectKind o of
+  p@(Player _ _ _ e) -> e
+  _                  -> 0
+
+-- Partial function!
+objectSize :: Object -> Size2D
+objectSize object = case objectKind object of
+  (Ball r)    -> let w = 2*r in (w, w)
+  (Player {}) -> (playerWidth, playerHeight)
+  (Block s)   -> s
+
+instance PhysicalObject Object String Shape where
+  physObjectPos       = objectPos
+  physObjectVel       = objectVel
+  physObjectElas      = collisionEnergy
+  physObjectShape     = objShape
+  physObjectCollides  = canCauseCollisions
+  physObjectId        = objectName
+  physObjectUpdatePos = \o p -> o { objectPos = p }
+  physObjectUpdateVel = \o v -> o { objectVel = v }
+
+objShape :: Object -> Shape
+objShape obj = case objectKind obj of
+  Ball r        -> Circle p r
+  Side s        -> SemiPlane p s
+  Player {}     -> Rectangle p (playerWidth, playerHeight)
+  Projectile    -> Rectangle (px - 5, 0) (10, py)
+  Block s@(w,h) -> Rectangle (px, py) s
+ where p@(px,py) = objectPos obj
diff --git a/src/Objects/Walls.hs b/src/Objects/Walls.hs
new file mode 100644
--- /dev/null
+++ b/src/Objects/Walls.hs
@@ -0,0 +1,101 @@
+{-# LANGUAGE Arrows #-}
+-- | This module defines the game as a big Signal Function that transforms a
+-- Signal carrying a Input 'Controller' information into a Signal carrying
+-- 'GameState'.
+--
+-- There is no randomness in the game, the only input is the user's.
+-- 'Controller' is an abstract representation of a basic input device with
+-- position information and a /fire/ button.
+--
+-- The output is defined in 'GameState', and consists of basic information
+-- (points, current level, etc.) and a universe of objects.
+--
+-- Objects are represented as Signal Functions as well ('ObjectSF'). This
+-- allows them to react to user input and change with time.  Each object is
+-- responsible for itself, but it cannot affect others: objects can watch
+-- others, depend on others and react to them, but they cannot /send a
+-- message/ or eliminate other objects. However, if you would like to
+-- dynamically introduce new elements in the game (for instance, falling
+-- powerups that the player must collect before they hit the ground) then it
+-- might be a good idea to allow objects not only to /kill themselves/ but
+-- also to spawn new object.
+--
+-- This module contains two sections:
+--
+--   - A collection of gameplay SFs, which control the core game loop, carry
+--   out collision detection, , etc.
+--
+--   - One SF per game object. These define the elements in the game universe,
+--   which can observe other elements, depend on user input, on previous
+--   collisions, etc.
+--
+-- You may want to read the basic definition of 'GameState', 'Controller' and
+-- 'ObjectSF' before you attempt to go through this module.
+--
+module Objects.Walls where
+
+-- External imports
+import Prelude hiding (id, (.))
+import Control.Category (id, (.))
+import Data.List
+import Data.Maybe
+import Debug.Trace
+import FRP.Yampa
+import FRP.Yampa.Extra
+import FRP.Yampa.Switches
+
+-- General-purpose internal imports
+import Data.Extra.Ord
+import Data.Extra.VectorSpace
+import Physics.Oscillator
+import Physics.TwoDimensions.Collisions       as Collisions
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.GameCollisions
+import Physics.TwoDimensions.Shapes
+import Physics.TwoDimensions.PhysicalObjects
+
+-- Internal iports
+import Constants
+import GameState
+import Input
+import Objects
+import ObjectSF
+
+-- * Walls
+
+-- | Walls. Each wall has a side and a position.
+--
+-- NOTE: They are considered game objects instead of having special treatment.
+-- The function that turns walls into 'Shape's for collision detection
+-- determines how big they really are. In particular, this has implications in
+-- ball-through-paper effects (ball going through objects, potentially never
+-- coming back), which can be seen if the FPS suddently drops due to CPU load
+-- (for instance, if a really major Garbage Collection kicks in.  One potential
+-- optimisation is to trigger these with every SF iteration or every rendering,
+-- to decrease the workload and thus the likelyhood of BTP effects.
+objSideRight  :: ObjectSF
+objSideRight  = objWall "rightWall"  RightSide  (gameWidth, 0)
+
+-- | See 'objSideRight'.
+objSideLeft   :: ObjectSF
+objSideLeft   = objWall "leftWall"   LeftSide   (0, 0)
+
+-- | See 'objSideRight'.
+objSideTop    :: ObjectSF
+objSideTop    = objWall "topWall"    TopSide    (0, 0)
+
+-- | See 'objSideRight'.
+objSideBottom :: ObjectSF
+objSideBottom = objWall "bottomWall" BottomSide (0, gameHeight)
+
+-- | Generic wall builder, given a name, a side and its base
+-- position.
+objWall :: ObjectName -> Side -> Pos2D -> ObjectSF
+objWall name side pos = arr $ \(ObjectInput ci cs) ->
+  Object { objectName           = name
+         , objectKind           = Side side
+         , objectPos            = pos
+         , objectVel            = (0,0)
+         , canCauseCollisions   = False
+         , collisionEnergy      = 0
+         }
diff --git a/src/Physics/TwoDimensions/Collisions.hs b/src/Physics/TwoDimensions/Collisions.hs
new file mode 100644
--- /dev/null
+++ b/src/Physics/TwoDimensions/Collisions.hs
@@ -0,0 +1,188 @@
+{-# LANGUAGE FlexibleContexts       #-}
+-- | A trivial collision subsystem.
+--
+-- Based on the physics module, it determines the side of collision
+-- between shapes.
+module Physics.TwoDimensions.Collisions where
+
+import Data.Extra.Num
+import Data.Maybe
+import FRP.Yampa.VectorSpace
+import Physics.TwoDimensions.Dimensions
+import Physics.TwoDimensions.PhysicalObjects
+import Physics.TwoDimensions.Shapes
+
+import Collisions
+
+-- * Collision points
+data CollisionPoint = CollisionSide  Side
+                    | CollisionAngle Double
+
+-- | Calculates the collision side of a shape
+-- that collides against another.
+--
+-- PRE: the shapes do collide. Use 'overlapShape' to check.
+shapeCollisionPoint :: Shape -> Shape -> CollisionPoint
+shapeCollisionPoint (Circle p1 _)    (Circle p2 _)     = CollisionAngle angle
+  where (px,py) = p2 ^-^ p1
+        angle   = atan2 py px
+shapeCollisionPoint (Circle _ _)     (SemiPlane _ s2)  = CollisionSide s2
+shapeCollisionPoint (Circle p1 s1)   (Rectangle p2 s2) =
+   velCollitionSide $ fromJust $ responseCircleAABB (p1, s1) (rectangleToCentre (p2, s2))
+
+shapeCollisionPoint (SemiPlane _ s1)  (Circle _ _ )     = CollisionSide (oppositeSide s1)
+shapeCollisionPoint (SemiPlane _ _)   (SemiPlane _ s2)  = CollisionSide s2
+shapeCollisionPoint p@(SemiPlane _ _) r@(Rectangle _ _) = let CollisionSide side = shapeCollisionPoint r p
+                                                          in CollisionSide (oppositeSide side)
+
+shapeCollisionPoint r@(Rectangle _ _) c@(Circle _ _)      = let CollisionSide side = shapeCollisionPoint c r
+                                                            in CollisionSide (oppositeSide side)
+shapeCollisionPoint r@(Rectangle _ _) (SemiPlane p2 s2)   = let (p2', s2') = semiplaneRectangle p2 s2
+                                                            in shapeCollisionPoint r (Rectangle p2' s2')
+shapeCollisionPoint (Rectangle p1 s1) (Rectangle p2 s2) =
+   velCollitionSide $ fromJust $ responseAABB2 (p1, s1) (p2, s2)
+
+velCollitionSide (vx, vy)
+  | vx < 0 && abs vx > abs vy = CollisionSide RightSide
+  | vx > 0 && abs vx > abs vy = CollisionSide LeftSide
+  | vy > 0 && abs vx < abs vy = CollisionSide TopSide
+  -- | vy > 0 && abs vx < abs vy
+  | otherwise                 = CollisionSide BottomSide
+
+-- * Collisions
+type Collisions k = [Collision k]
+
+-- | A collision is a list of objects that collided, plus their velocities as
+-- modified by the collision.
+--
+-- Take into account that the same object could take part in several
+-- simultaneous collitions, so these velocities should be added (per object).
+data Collision k = Collision
+  { collisionData :: [(k, Vel2D)] } -- ObjectId x Velocity
+ deriving Show
+
+detectCollision :: (PhysicalObject o k Shape) => o -> o -> Maybe (Collision k)
+detectCollision obj1 obj2
+  | overlap obj1 obj2
+  = case (physObjectShape obj1, physObjectShape obj2) of
+      (Circle _ _, Circle _ _) ->
+         if vrn < 0
+           then Just response
+           else Nothing
+      _ -> Just response
+  | otherwise = Nothing
+
+ where response  = collisionResponseObj obj1 obj2
+       relativeP = physObjectPos obj1 ^-^ physObjectPos obj2
+       relativeV = physObjectVel obj1 ^-^ physObjectVel obj2
+       -- If the inner product between the relative position and velocity
+       -- is negative, then the two objects are approaching each other.
+       -- Note that there is no collision if vrn = 0. This could be
+       -- because the objects are at the same position and thus cannot get
+       -- any closer. Or because their relative velocity is 0 and thus are
+       -- not approaching for that reason. This, if there *is* a collision,
+       -- then we know that both the relative position and velocity is non 0,
+       -- and it is safe to e.g. normalize the relative position as is done
+       -- in "correctVel" below.
+       vrn       = relativeV `dot` relativeP
+
+       -- HN 2016-04-26: Old code: Problematic if same positions! But all we
+       -- want to know here is if the objects are approaching each other.
+       -- For this, all that matters is the sign of the inner product. There
+       -- is no need to normalize the relative position!
+       --
+       -- colNormal = normalize (physObjectPos obj1 ^-^ physObjectPos obj2)
+       -- relativeV = physObjectVel obj1 ^-^ physObjectVel obj2
+       -- vrn       = relativeV `dot` colNormal
+
+overlap :: PhysicalObject o k Shape => o -> o -> Bool
+overlap obj1 obj2 =
+  overlapShape (physObjectShape obj1) (physObjectShape obj2)
+
+collisionPoint :: PhysicalObject o k Shape => o -> o -> CollisionPoint
+collisionPoint obj1 obj2 =
+  shapeCollisionPoint (physObjectShape obj1) (physObjectShape obj2)
+
+collisionResponseObj :: PhysicalObject o k Shape => o -> o -> Collision k
+collisionResponseObj o1 o2 = Collision $
+    map objectToCollision [(o1, collisionPt, o2), (o2, collisionPt', o1)]
+  where
+    collisionPt  = collisionPoint o1 o2
+    collisionPt' = collisionPoint o2 o1
+
+    objectToCollision (o,pt,o') =
+      ( physObjectId o
+      , correctVel (physObjectPos o) (physObjectPos o')
+                   (physObjectVel o) (physObjectVel o')
+                   pt (physObjectElas o)
+      )
+
+correctVel :: Pos2D -> Pos2D -> Vel2D -> Vel2D -> CollisionPoint -> Double -> Vel2D
+-- Specialised cases: just more optimal execution
+correctVel _p1 _p2 v1      _          _                           0 = v1
+-- Collision against a wall
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  TopSide)    e = (e * v1x, e * ensurePos v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  BottomSide) e = (e * v1x, e * ensureNeg v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  LeftSide)   e = (e * ensurePos v1x, e * v1y)
+correctVel _p1 _p2 (v1x,v1y) _          (CollisionSide  RightSide)  e = (e * ensureNeg v1x, e * v1y)
+-- General case
+correctVel p1 p2 (v1x,v1y) (v2x, v2y) (CollisionAngle _) e = (v1x, v1y) ^+^ ((e * j) *^ colNormal)
+  where colNormal = normalize (p1 ^-^ p2)
+        relativeV = (v1x,v1y) ^-^ (v2x,v2y)
+        vrn       = relativeV `dot` colNormal
+        j         = (-1) *^ vrn / (colNormal `dot` colNormal)
+
+-- | Return the new velocity as changed by the collection of collisions.
+--
+-- HN 2014-09-07: New interface to collision detection.
+--
+-- The assumption is that collision detection happens globally and that the
+-- changed velocity is figured out for each object involved in a collision
+-- based on the properties of all objects involved in any specific interaction.
+-- That may not be how it works now, but the interface means it could work
+-- that way. Even more physical might be to figure out the impulsive force
+-- acting on each object.
+--
+-- However, the whole collision infrastructure should be revisited.
+--
+-- - Statefulness ("edge") might make it more robust.
+--
+-- - Think through how collision events are going to be communicated
+--   to the objects themselves. Maybe an input event is the natural
+--   thing to do. Except then we have to be careful to avoid switching
+--   again immediately after one switch.
+--
+-- - Should try to avoid n^2 checks. Maybe some kind of quad-trees?
+--   Maybe spawning a stateful collision detector when two objects are
+--   getting close? Cf. the old tail-gating approach.
+-- - Maybe a collision should also carry the identity of the object
+--   one collieded with to facilitate impl. of "inCollisionWith".
+--
+changedVelocity :: Eq n => n -> Collisions n -> Maybe Vel2D
+changedVelocity name cs =
+  case concatMap (filter ((== name) . fst) . collisionData) cs of
+    []          -> Nothing
+    (_, v') : _ -> Just v'
+    -- vs       -> Just (foldl (^+^) (0,0) (map snd vs))
+
+-- | True if the velocity of the object has been changed by any collision.
+inCollision :: Eq n => n -> Collisions n -> Bool
+inCollision name cs = isJust (changedVelocity name cs)
+
+-- | True if the two objects are colliding with one another.
+inCollisionWith :: Eq n => n -> n -> Collisions n -> Bool
+inCollisionWith nm1 nm2 cs = any both cs
+  where
+    both (Collision nmvs) =
+      any ((== nm1) . fst) nmvs && any ((== nm2) . fst) nmvs
+
+-- * Apply an ID-based collision mask
+collisionMask :: Eq id
+              => id -> (id -> Bool) -> Collisions id -> Collisions id
+collisionMask cId mask = onCollisions ( filter (any (mask . fst))
+                                      . filter (any ((== cId).fst))
+                                      )
+
+ where onCollisions :: ([[(id, Vel2D)]] -> [[(id, Vel2D)]])
+                    -> Collisions id    -> Collisions id
+       onCollisions f = map Collision . f . map collisionData
diff --git a/src/Physics/TwoDimensions/Dimensions.hs b/src/Physics/TwoDimensions/Dimensions.hs
new file mode 100644
--- /dev/null
+++ b/src/Physics/TwoDimensions/Dimensions.hs
@@ -0,0 +1,9 @@
+-- | Physical dimensions used all over the game. They are just type synonyms,
+-- but it's best to use meaningful names to make our type signatures more
+-- meaningful.
+module Physics.TwoDimensions.Dimensions where
+
+type Size2D = (Double, Double)
+type Pos2D  = (Double, Double)
+type Vel2D  = (Double, Double)
+type Acc2D  = (Double, Double)
diff --git a/src/Physics/TwoDimensions/GameCollisions.hs b/src/Physics/TwoDimensions/GameCollisions.hs
new file mode 100644
--- /dev/null
+++ b/src/Physics/TwoDimensions/GameCollisions.hs
@@ -0,0 +1,62 @@
+{-# LANGUAGE FlexibleContexts #-}
+-- | A very rudimentary collision system.
+--
+-- It compares every pair of objects, trying to determine if there is a
+-- collision between the two of them.
+--
+-- NOTE: In order to minimize the number of comparisons, only moving objects
+-- are tested (against every game object). That's only 2 objects right now
+-- (making it almost linear in complexity), but it could easily grow and become
+-- too slow.
+--
+module Physics.TwoDimensions.GameCollisions where
+
+import           Data.Foldable
+import           Prelude   hiding (concatMap)
+import           Data.List hiding (concatMap)
+import           Data.Maybe
+import           Physics.TwoDimensions.Collisions
+import qualified Physics.TwoDimensions.Collisions      as C
+import           Physics.TwoDimensions.PhysicalObjects
+import           Physics.TwoDimensions.Shapes
+
+-- | Given a list of objects, it detects all the collisions between them.
+--
+-- Note: this is a simple n*m-complex algorithm, with n the
+-- number of objects and m the number of moving objects (right now,
+-- only 2).
+--
+detectCollisions :: Foldable t => (Eq n , PhysicalObject o n Shape) => t o -> Collisions n
+detectCollisions objsT = flattened
+  where -- Eliminate empty collision sets
+        -- TODO: why is this really necessary?
+        flattened = filter collisionNotEmpty collisions
+
+        -- Detect collisions between moving objects and any other objects
+        collisions = detectCollisions' objsT moving
+
+        -- Partition the object space between moving and static objects
+        (moving, _static) = partition physObjectCollides $ toList objsT
+
+        -- Is the collision set empty?
+        collisionNotEmpty (C.Collision n) = not (null n)
+
+-- | Detect collisions between each moving object and
+-- every other object.
+detectCollisions' :: (Foldable t, Foldable u) => (Eq n, PhysicalObject o n Shape) => t o -> u o -> [Collision n]
+detectCollisions' objsT ms = concatMap (detectCollisions'' objsT) ms
+
+-- | Detect collisions between one specific moving object and every existing
+-- object. Each collision is idependent of the rest (which is not necessarily
+-- what should happen, but since the transformed velocities are eventually
+-- added, there isn't much difference in the end).
+detectCollisions'' :: Foldable t => (Eq n, PhysicalObject o n Shape) => t o -> o -> [Collision n]
+detectCollisions'' objsT m = concatMap (detectCollisions''' m) (toList objsT)
+
+-- | Detect a possible collision between two objects. Uses the object's keys to
+-- distinguish them. Uses the basic 'Object'-based 'detectCollision' to
+-- determine whether the two objects do collide.
+detectCollisions''' :: (Eq n, PhysicalObject o n Shape) => o -> o -> [Collision n]
+detectCollisions''' m o
+ | physObjectId m == physObjectId o = []    -- Same object -> no collision
+ | otherwise                        = maybeToList (detectCollision m o)
diff --git a/src/Physics/TwoDimensions/PhysicalObjects.hs b/src/Physics/TwoDimensions/PhysicalObjects.hs
new file mode 100644
--- /dev/null
+++ b/src/Physics/TwoDimensions/PhysicalObjects.hs
@@ -0,0 +1,16 @@
+{-# LANGUAGE FlexibleContexts       #-}
+{-# LANGUAGE FunctionalDependencies #-}
+{-# LANGUAGE MultiParamTypeClasses  #-}
+module Physics.TwoDimensions.PhysicalObjects where
+
+import Physics.TwoDimensions.Dimensions
+
+class Eq b => PhysicalObject a b c | a -> b, a -> c where
+  physObjectPos       :: a -> Pos2D
+  physObjectVel       :: a -> Vel2D
+  physObjectElas      :: a -> Double
+  physObjectShape     :: a -> c
+  physObjectCollides  :: a -> Bool
+  physObjectId        :: a -> b
+  physObjectUpdatePos :: a -> Pos2D -> a
+  physObjectUpdateVel :: a -> Vel2D -> a
diff --git a/src/Physics/TwoDimensions/Shapes.hs b/src/Physics/TwoDimensions/Shapes.hs
new file mode 100644
--- /dev/null
+++ b/src/Physics/TwoDimensions/Shapes.hs
@@ -0,0 +1,66 @@
+-- | A very simple physics subsytem. It currently detects shape
+-- overlaps only, the actual physics movement is carried out
+-- in Yampa itself, as it is very simple using integrals and
+-- derivatives.
+module Physics.TwoDimensions.Shapes where
+
+import FRP.Yampa.VectorSpace
+import Physics.TwoDimensions.Dimensions
+
+import Constants
+import Collisions
+
+-- | Side of a rectangle
+data Side = TopSide | BottomSide | LeftSide | RightSide
+  deriving (Eq,Show)
+
+-- | Opposite side
+--
+-- If A collides with B, the collision sides on
+-- A and B are always opposite.
+oppositeSide :: Side -> Side
+oppositeSide TopSide    = BottomSide
+oppositeSide BottomSide = TopSide
+oppositeSide LeftSide   = RightSide
+oppositeSide RightSide  = LeftSide
+
+data Shape = Rectangle  Pos2D Size2D -- A corner and the whole size
+           | Circle     Pos2D Double -- Position and radius
+           | SemiPlane  Pos2D Side   --
+
+-- | Detects if two shapes overlap.
+--
+-- Rectangles: overlap if projections on both axis overlap,
+-- which happens if x distance between centers is less than the sum
+-- of half the widths, and the analogous for y and the heights.
+
+overlapShape :: Shape -> Shape -> Bool
+overlapShape (Circle p1 s1) (Circle p2 s2) = (dist - (s1 + s2)) < sigma
+  where (dx, dy) = p2 ^-^ p1
+        dist     = sqrt (dx**2 + dy**2)
+        sigma    = 1
+overlapShape (Circle (p1x,p1y) s1) (SemiPlane (px,py) side) = case side of
+  LeftSide   -> p1x - s1 <= px
+  RightSide  -> p1x + s1 >= px
+  TopSide    -> p1y - s1 <= py
+  BottomSide -> p1y + s1 >= py
+overlapShape s@(SemiPlane _ _) c@(Circle _ _) = overlapShape c s
+overlapShape r@(Rectangle _ _) c@(Circle _ _) = overlapShape c r
+overlapShape (Circle p1 s1)    (Rectangle p2 s2) =
+  circleAABBOverlap (p1,s1) (rectangleToCentre (p2,s2))
+overlapShape (Rectangle p1 s1) (Rectangle p2 s2) =
+  overlapsAABB2 (rectangleToCentre (p1, s1)) (rectangleToCentre (p2, s2))
+overlapShape (Rectangle p1 s1) (SemiPlane p2 side2) =
+  let (p2', s2') = semiplaneRectangle p2 side2
+  in overlapsAABB2 (rectangleToCentre (p1, s1)) (rectangleToCentre (p2', s2'))
+overlapShape p@(SemiPlane _ _) r@(Rectangle _ _) = overlapShape r p
+overlapShape _                 _                 = False -- Not really, it's just that we don't care
+
+semiplaneRectangle :: Pos2D -> Side -> (Pos2D, (Double, Double))
+semiplaneRectangle p2 s2 =  case s2 of
+  LeftSide   -> (p2 ^-^ (100, 100), (100,   height + 200))
+  RightSide  -> (p2 ^-^ (0,   100), (100,   height + 200))
+  TopSide    -> (p2 ^-^ (100, 100), (width + 200, 100))
+  BottomSide -> (p2 ^-^ (100,   0), (width + 200, 100))
+
+rectangleToCentre ((px, py), (sw, sh)) = ((px + (sw / 2), py + (sh / 2)), (sw / 2, sh / 2))
diff --git a/src/Resources.hs b/src/Resources.hs
new file mode 100644
--- /dev/null
+++ b/src/Resources.hs
@@ -0,0 +1,10 @@
+module Resources where
+
+import qualified Graphics.UI.SDL.TTF       as TTF
+
+-- import Game.Audio
+
+data Resources = Resources
+  { resFont  :: TTF.Font
+  , miniFont :: TTF.Font
+  }
