createAsteroid::Float->GameWorld->GameWorld
createAsteroid sec world = world { asteroids=newAsteroids }
            where
                seed = (frameCounter world) * (ceiling (sec + 1))    
                randX = nextRand seed
                randY = nextRand randX
                x' = randX `mod` 1000 - 400
                y' = randY `mod` 700 - 200 
                randStep = nextRand randY
                step = randStep `mod` 250
                step1 = nextRand step `mod` 300 

                (newAsteroidImg, w', h') = if mod randY 100 > 95 then  (asteroidBigImage, 200, 180)
                                 else (asteroidSmallImage, 80, 80)

                newAsteroids =  if (0 == mod (frameCounter world) step) then  
                                  (createGameObjectImgObject ( fromInteger $ toInteger x' , 450) (w', h')  newAsteroidImg) : (asteroids world)
                                else if (0 == mod (frameCounter world) step1) then 
                                  (createGameObjectImgObject (600 , fromInteger $ toInteger y' ) (w', h')  newAsteroidImg) : (asteroids world) 
                                else asteroids world
createAsteroid::Float->GameWorld->GameWorld
createAsteroid sec world = world { asteroids=newAsteroids }
            where
                seed = (frameCounter world) * (ceiling (sec + 1))    
                randX = nextRand seed
                randY = nextRand randX
                x' = randX `mod` 1000 - 400
                y' = randY `mod` 700 - 200 
                randStep = nextRand randY
                step = randStep `mod` 250
                step1 = nextRand step `mod` 300 

                (newAsteroidImg, w', h') = if mod randY 100 > 95 then  (asteroidBigImage, 200, 180)
                                 else (asteroidSmallImage, 80, 80)

                newAsteroids =  if (0 == mod (frameCounter world) step) then  
                                  (createGameObjectImgObject ( fromInteger $ toInteger x' , 450) (w', h')  newAsteroidImg) : (asteroids world)
                                else if (0 == mod (frameCounter world) step1) then 
                                  (createGameObjectImgObject (600 , fromInteger $ toInteger y' ) (w', h')  newAsteroidImg) : (asteroids world) 
                                else asteroids world
createAsteroid sec world = world { asteroids=newAsteroids }
            where
                seed = (frameCounter world) * (ceiling (sec + 1))    
                randX = nextRand seed
                randY = nextRand randX
                x' = randX `mod` 1000 - 400
                y' = randY `mod` 700 - 200 
                randStep = nextRand randY
                step = randStep `mod` 250
                step1 = nextRand step `mod` 300 

                (newAsteroidImg, w', h') = if mod randY 100 > 95 then  (asteroidBigImage, 200, 180)
                                 else (asteroidSmallImage, 80, 80)

                newAsteroids =  if (0 == mod (frameCounter world) step) then  
                                  (createGameObjectImgObject ( fromInteger $ toInteger x' , 450) (w', h')  newAsteroidImg) : (asteroids world)
                                else if (0 == mod (frameCounter world) step1) then 
                                  (createGameObjectImgObject (600 , fromInteger $ toInteger y' ) (w', h')  newAsteroidImg) : (asteroids world) 
                                else asteroids world