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| name: bazzbasic-code | |
| description: "BazzBasic BASIC interpreter language reference. Use when writing, debugging, or explaining BazzBasic code (.bas files). Triggers on BazzBasic syntax, $ and # variable suffixes, SDL2 graphics in BASIC, SCREEN/DRAWSHAPE/LOADIMAGE commands, DEF FN functions, BazzBasic file I/O, sound commands, or any question about BazzBasic features. Always use this skill before writing any BazzBasic code. " | |
| # BazzBasic Language Reference | |
| **Version:** 1.6 | **Author:** Kristian Virtanen (EkBass) | **Platform:** Windows x64 only (SDL2 via P/Invoke — no Linux, macOS, browser or Android) | |
| **Homepage:** https://ekbass.github.io/BazzBasic/ | |
| **GitHub:** https://github.com/EkBass/BazzBasic | |
| **Manual:** https://ekbass.github.io/BazzBasic/manual | |
| **Examples:** https://github.com/EkBass/BazzBasic/tree/main/Examples | |
| **Rosetta Code:** https://rosettacode.org/wiki/Category:BazzBasic | |
| **Rosetta Code solutions:** https://github.com/EkBass/BazzBasic/tree/main/Examples/rosetta-code | |
| **BazzBasic-AI-Guide:** https://huggingface.co/datasets/EkBass/BazzBasic_AI_Guide | |
| **BazzBasic Beginner's Guide:** https://github.com/EkBass/BazzBasic-Beginners-Guide/releases | |
| BazzBasic is a BASIC meant for beginners and for small, fun experiments (simple games, quizzes, bouncing balls). It is not a high-performance game engine — keep generated code simple and readable rather than clever. | |
| --- | |
| ## ⚠️ Critical Rules — Read First | |
| | Rule | Detail | | |
| |------|--------| | |
| | Variables end with `$` | `name$`, `score$`, `x$` — the suffix does NOT mean string type | | |
| | Constants end with `#` | `MAX#`, `PI#`, `TITLE#` — `#` only means immutable | | |
| | Arrays declared with `DIM`, end with `$` | `DIM items$` | | |
| | First use of variable requires `LET` | `LET x$ = 0` — after that `x$ = x$ + 1` | | |
| | FOR and INPUT auto-declare, no LET needed | `FOR i$ = 1 TO 10` | | |
| | Case-insensitive | Keywords, variables and labels. Only string contents are case-sensitive | | |
| | Functions defined **before** they are called | Put at top or INCLUDE — forward references don't resolve | | |
| | Function name ends with `$`, called with `FN` | `FN MyFunc$(a$, b$)` | | |
| | Function return value **must** be used | `PRINT FN f$()` or `LET v$ = FN f$()` | | |
| | `DEF FN` scope is fully isolated | Only global `#` constants are visible. No `$` variables, no global arrays. Arrays cannot be passed as parameters — see *Passing Arrays to Functions* | | |
| | `+` does both add and concatenate | If either side is a string, the other is auto-converted: `"Score: " + 5` → `"Score: 5"`, no `STR()` needed | | |
| | Division always returns float | `10 / 3` → `3.333...` | | |
| | Division by zero returns `0` silently | Guard with `IF b$ = 0 THEN ...` if correctness matters | | |
| | No integer-division operator | Use `INT(a / b)`, `FLOOR(a / b)`, or `CINT(a / b)` | | |
| | Errors halt the program | No `TRY`/`CATCH` or `ON ERROR` — line-numbered message printed | | |
| | No line-continuation char | Leave an operator at line end or open a `(` — see *Line Continuation* | | |
| | No line numbers | Never supported. Use `[labels]` | | |
| | `:` separates statements on one line | `FOR i$ = 1 TO 3 : PRINT i$ : NEXT`. A `:` inside a label like `[sub:init]` is part of the label name, not a separator | | |
| | `NOT` binds tighter than comparisons | `NOT a$ = b$` means `(NOT a$) = b$`. Parenthesize: `IF NOT (a$ = b$) THEN`, or use `<>` | | |
| | Comments: `'` or `REM` | `' comment` anywhere on a line; `REM` as a statement, also after `:` (`PRINT x$ : REM note`) | | |
| --- | |
| ## 🚫 Common AI Mistakes (avoid these) | |
| These are the patterns LLMs most often produce when extrapolating from QBASIC, FreeBASIC, or VB. None of them are valid BazzBasic. | |
| ```basic | |
| ' ❌ WRONG ' ✓ CORRECT | |
| LET x = 5 LET x$ = 5 | |
| LET MAX = 10 LET MAX# = 10 | |
| score$ = 0 ' first use LET score$ = 0 | |
| DEF FN doStuff(a, b) DEF FN DoStuff$(a$, b$) | |
| FN MyFunc$(5) ' return ignored LET v$ = FN MyFunc$(5) | |
| LET handle$ = LOADIMAGE("x.png") LET HANDLE# = LOADIMAGE("x.png") | |
| CLS ' in graphics mode LINE (0,0)-(W,H), 0, BF | |
| PRINT "x:", x$ ' in graphics mode DRAWSTRING "x:" + x$, 10, 10, WHITE# | |
| FSTRING("Hi {{name$}}") ' Python-style FSTRING("Hi {{-name$-}}") ' triple-char markers | |
| ISSET(arr$(0)) ' expecting error ' returns 0 silently — ISSET only sees scalars | |
| LET x$ = a$ + _ ' VBA continuation LET x$ = a$ + ' just leave the operator | |
| LET x$ = a$ + \ ' Python continuation LET x$ = a$ + ' or open a paren | |
| IF NOT a$ = b$ THEN ' QBASIC habit IF NOT (a$ = b$) THEN | |
| ``` | |
| --- | |
| ## When Generating BazzBasic Code | |
| - Prefer `FSTRING` over long `+` concatenation chains for multi-variable strings | |
| - Place `DEF FN` definitions at the top of the file or via `INCLUDE` | |
| - Store every `LOADIMAGE` / `LOADSOUND` / `LOADSHAPE` handle as a `#` constant. They return stable integer handles owned by SDL2 that never change. For many handles, an array is fine: `sprites$("player") = LOADIMAGE(...)` | |
| - Declare all variables and constants in `[inits]`, not inside loops — this avoids repeated existence checks | |
| - Precompute colors: `LET WHITE# = RGB(255, 255, 255)` in `[inits]`, never `RGB()` inside a game loop | |
| - In graphics mode: clear with `LINE (0,0)-(W,H), 0, BF` (much faster than `CLS`), draw text with `DRAWSTRING` (`PRINT` flickers), and wrap each frame in `SCREENLOCK ON` / `SCREENLOCK OFF` | |
| - If a feature isn't documented in this guide, say so rather than inventing one — BazzBasic does not silently inherit QBASIC, FreeBASIC, or VB conventions | |
| --- | |
| ## Minimal Valid Program | |
| ```basic | |
| [inits] ' [name] is a plain jump label, not a keyword | |
| LET name$ = "World" | |
| [main] | |
| PRINT "Hello, " + name$ | |
| END | |
| ' subroutines go after END | |
| [sub:drawScreen] | |
| ' draw | |
| RETURN | |
| ``` | |
| Programs flow top to bottom. `[inits]` and `[main]` are organizational labels, not required syntax. `END` halts execution; place it at the end of the main flow so control doesn't fall through into subroutines. | |
| --- | |
| ## Line Continuation | |
| The lexer figures out continuation automatically using two rules. Never emit `_`, `\`, `&` or any other continuation marker. | |
| **Rule 1 — operator at end of line.** If a line ends in a token that cannot legally end an expression, the next line continues it: | |
| ```basic | |
| LET total$ = price$ * count$ - | |
| discount$ | |
| IF score$ >= 0 AND | |
| score$ <= 100 THEN | |
| PRINT "Valid" | |
| END IF | |
| LET counter$ += | |
| step$ | |
| ``` | |
| Tokens that trigger this: `+ - * / % = <> < <= > >= AND OR += -= *= /= ,` | |
| > `%` is a real binary modulo operator and triggers continuation. `MOD(a, b)` is a function, so it does not (a `)` at line end never continues). | |
| **Rule 2 — open paren.** Anything inside an unmatched `(` keeps reading until the matching `)`: | |
| ```basic | |
| LET dist$ = DISTANCE( | |
| x1$, y1$, | |
| x2$, y2$ | |
| ) | |
| ``` | |
| --- | |
| ## Variables & Constants | |
| Variables are dynamically typed, like in JavaScript. | |
| ```basic | |
| LET a$ ' Declare without value | |
| LET b$, c$, d$ ' Multiple declarations without value | |
| LET e$, f$ = "foo", g$ = 10 ' e$ stays empty, f$ and g$ get values | |
| LET name$ = "Alice" ' String | |
| LET score$ = 0 ' Number | |
| LET PI# = 3.14159 ' Constant (immutable) | |
| LET TITLE# = "My Game" ' String constant | |
| ``` | |
| **Compound assignment** (variables only — **not** allowed with `#` constants): | |
| ```basic | |
| LET x$ = 1 | |
| x$ += 5 | |
| x$ -= 3 | |
| x$ *= 2 | |
| x$ /= 4 | |
| LET s$ = "Hello" | |
| s$ += " World" ' concatenation | |
| ``` | |
| **Scope:** All main-code variables share one scope — `IF`, `FOR`, and `WHILE` do NOT create a new scope. | |
| **Comparison:** `"123" = 123` is TRUE (cross-type), but keep types consistent for speed. | |
| ### Built-in Constants | |
| - **Boolean:** `TRUE` (`1`), `FALSE` (`0`) — plain numbers. `IF x$ = 1` and `IF x$ = TRUE` are identical. | |
| - **Math:** `PI#`, `HPI#` (π/2 = 90°), `QPI#` (π/4 = 45°), `TAU#` (2π = 360°), `EULER#` (e) | |
| - **System:** `PRG_ROOT#` (program base directory path, ends with a separator) | |
| - **Version:** `BBVER#` (current BazzBasic version as a string, e.g. `"1.6"`) | |
| - **Keyboard:** `KEY_ESC#`, `KEY_ENTER#`, `KEY_SPACE#`, `KEY_UP#`, `KEY_DOWN#`, `KEY_LEFT#`, `KEY_RIGHT#`, `KEY_F1#`…`KEY_F12#`, `KEY_A#`…`KEY_Z#`, `KEY_0#`…`KEY_9#`, `KEY_NUMPAD0#`…`KEY_NUMPAD9#`, `KEY_NUMPAD_PLUS#`, `_MINUS#`, `_MUL#`, `_DIV#`, `_DOT#`, `KEY_LSHIFT#`, `KEY_LCTRL#`, `KEY_RSHIFT#`, `KEY_RCTRL#`, `KEY_LALT#`, `KEY_RALT#`, `KEY_LWIN#`/`KEY_RWIN#`, `KEY_TAB#`, `KEY_BACKSPACE#`, `KEY_INSERT#`, `KEY_DELETE#`, `KEY_HOME#`, `KEY_END#`, `KEY_PGUP#`, `KEY_PGDN#` — see *Keyboard Input* | |
| - **Gamepad:** see *Gamepad* | |
| --- | |
| ## Arrays | |
| Arrays are fully dynamic and support numeric, string, or mixed indexing. | |
| ```basic | |
| DIM scores$ ' Declare (required before use) | |
| DIM a$, b$, c$ ' Multiple | |
| scores$(0) = 95 ' Numeric indices are 0-based | |
| scores$("name") = "Alice" ' String keys: associative, insertion-ordered | |
| matrix$(0, 1) = "A2" ' Multi-dimensional | |
| DIM sounds$ | |
| sounds$("guns", "shotgun_shoot") = "shoot_shotgun.wav" | |
| sounds$("guns", "ak47_shoot") = "shoot_ak47.wav" | |
| sounds$("food", "ham_eat") = "eat_ham.wav" | |
| PRINT LEN(sounds$()) ' 3 - total elements across all groups | |
| PRINT ROWCOUNT(sounds$()) ' 2 - "guns" & "food" | |
| DIM car$ | |
| car$("manufacturer") = "Ford" | |
| car$("engine") = "1.6 Eco" | |
| FOR i$ = 0 TO LEN(car$()) - 1 ' No FOREACH — LEN + ARRKEY is the idiom | |
| LET key$ = ARRKEY(car$(), i$) | |
| PRINT key$; " = "; car$(key$) | |
| NEXT i$ | |
| ``` | |
| | Function/Command | Description | | |
| |-----------------|-------------| | |
| | `LEN(arr$())` | Total element count across all dimensions | | |
| | `ROWCOUNT(arr$())` | Count of first-dimension rows — use this for FOR loops over multi-dim arrays | | |
| | `ARRKEY(arr$(), i)` | Key at 0-based index `i`, in insertion order. Errors on out-of-range index | | |
| | `HASKEY(arr$(key))` | 1 if exists, 0 if not — **always check before reading possibly uninitialized elements** | | |
| | `DELKEY arr$(key)` | Remove one element | | |
| | `DELARRAY arr$` | Remove entire array (can re-DIM after) | | |
| | `JOIN dest$, src1$, src2$` | Merge two arrays; matching `src2$` keys overwrite `src1$` at the same level. Use an empty `src1$` to copy an array | | |
| > `DIM arr$ = value` stores the value at `arr$(0)` — NOT as a scalar. If a scalar is what you want, use `LET`. | |
| --- | |
| ## Control Flow | |
| ```basic | |
| ' Block IF | |
| IF score$ >= 90 THEN | |
| PRINT "A" | |
| ELSEIF score$ >= 80 THEN | |
| PRINT "B" | |
| ELSE | |
| PRINT "F" | |
| END IF ' ENDIF also works | |
| ' One-line IF | |
| IF lives$ = 0 THEN GOTO [game_over] | |
| IF key$ = KEY_ESC# THEN GOTO [menu] ELSE GOTO [play] | |
| ' FOR (auto-declares variable) | |
| FOR i$ = 1 TO 10 STEP 2 : PRINT i$ : NEXT | |
| FOR i$ = 10 TO 1 STEP -1 : PRINT i$ : NEXT | |
| ' WHILE | |
| WHILE x$ < 100 | |
| x$ = x$ * 2 | |
| WEND | |
| ' Labels, GOTO, GOSUB | |
| [start] | |
| GOSUB [sub:init] | |
| GOTO [start] ' Avoid jumping into the middle of IF/WHILE blocks | |
| [sub:init] | |
| LET x$ = 0 | |
| RETURN | |
| ' Dynamic jump (variable must contain "[label]" with brackets) | |
| LET target$ = "[menu]" | |
| GOTO target$ | |
| SLEEP 2000 ' Pause for milliseconds | |
| END ' Terminate program | |
| ``` | |
| Labels may contain almost any printable character. Whitespace is trimmed; everything between `[` and `]` is the label name. | |
| --- | |
| ## I/O | |
| | Command | Description | | |
| |---------|-------------| | |
| | `PRINT expr; expr` | `;` = no space, `,` = tab, can be mixed | | |
| | `PRINT "text";` | Trailing `;` suppresses newline | | |
| | `INPUT "prompt", var$` | Splits on whitespace/comma; quoted strings are single values | | |
| | `INPUT "prompt", a$, b$` | Multiple values | | |
| | `LINE INPUT "prompt", var$` | Read entire line with spaces | | |
| | `CLS` | Clear screen (console) | | |
| | `LOCATE row, col` | Move cursor (1-based) | | |
| | `CURPOS("row")` / `CURPOS("col")` | Read cursor row or col (1-based, matches LOCATE) | | |
| | `CURPOS()` | Read cursor as `"row,col"` string | | |
| | `COLOR fg, bg` | Text colors, palette 0–15 only (`RGB()` does not work here) | | |
| | `GETCONSOLE(row, col, type)` | Read console cell. type: 0=char (ASCII), 1=fg color, 2=bg color | | |
| | `SHELL("cmd")` | Run shell command, returns output | | |
| | `SHELL("cmd", ms)` | With timeout in ms (default 5000) | | |
| **Escape sequences in strings:** `\"` `\n` `\t` `\\` `""` | |
| **SHELL + SQLite.** The `sqlite3` CLI is the recommended way to add a database — see the *SQLite Database* page in the manual. When wrapping SQL in SHELL: | |
| - Always append `2>&1`, or SQL errors disappear silently. | |
| - Wrap the SQL with `\"`: `SHELL("sqlite3 db.sqlite \"SELECT * FROM users\" 2>&1")`. | |
| - In paths use `/` or `\\` — never a single `\`. | |
| ### Keyboard Input | |
| | Function | Returns | Notes | | |
| |----------|---------|-------| | |
| | `INKEY` | Key value or 0 | Non-blocking | | |
| | `KEYDOWN(key#)` | TRUE/FALSE | Held-key detection, graphics mode only | | |
| | `WAITKEY(key#, ...)` | Key value | Blocks until key pressed; `WAITKEY()` = any key | | |
| - **Layout-safe keys:** letters, digits, arrows, Space/Enter/Esc, F-keys, numpad and modifiers are the same on every layout — use these for controls. Main-keyboard punctuation (`+ - = , . /`) depends on the layout: never bind controls to `ASC("+")` or `ASC("-")`; use letters or `KEY_NUMPAD_PLUS#` / `KEY_NUMPAD_MINUS#`. | |
| - Letters always return uppercase codes (`"a"` and `"A"` → `KEY_A#`), in both graphics and console mode. | |
| - `KEYDOWN` follows the key *label* on the current layout, same as `INKEY`. If no key types a punctuation character without modifiers (e.g. `=` on a Finnish keyboard), `KEYDOWN` of that constant is always FALSE. | |
| - Numpad Enter = `KEY_ENTER#`. | |
| - `INKEY` consumes the key: read it once per loop pass (`LET k$ = INKEY`) and compare the variable. A second `INKEY` in the same pass returns 0. | |
| - Console mode: `INKEY`/`WAITKEY` return the typed character (except letters and special keys); numpad returns the typed digit, not `KEY_NUMPAD*#`. | |
| ### Mouse (graphics mode only) | |
| `MOUSEX`, `MOUSEY` — cursor position | |
| `MOUSELEFT`, `MOUSERIGHT`, `MOUSEMIDDLE` — 1 if pressed, 0 otherwise | |
| `MOUSEHIDE` / `MOUSESHOW` — hide / restore the cursor | |
| ### Gamepad (console AND graphics mode) | |
| | Function | Returns | Notes | | |
| |----------|---------|-------| | |
| | `GAMEPADS()` | Number of connected pads | Parentheses optional | | |
| | `PADBUTTON(pad, button)` | TRUE/FALSE | TRUE while held (like `KEYDOWN`) | | |
| | `PADAXIS(pad, axis)` | Number | Sticks -1.0…1.0, triggers 0.0…1.0, built-in dead zone | | |
| | `PADNAME(pad)` | String | e.g. `"PS4 Controller"`, `""` if not connected | | |
| | `PADRUMBLE pad, strength, ms` | — (statement) | strength 0.0…1.0, non-blocking, parentheses optional | | |
| - Pad index is **0-based**, max 8 pads. Slots are stable while connected (not re-packed on disconnect). Hot-plug works. | |
| - **No `SCREEN` needed** — works in console programs too. | |
| - **Disconnected pad = no input, never an error:** `PADBUTTON` → FALSE, `PADAXIS` → 0, `PADNAME` → `""`. Don't guard every read with `IF GAMEPADS() > 0`; use `GAMEPADS()` only to show a "connect a pad" message. | |
| - Buttons (Xbox naming): `PAD_A#` `PAD_B#` `PAD_X#` `PAD_Y#`, `PAD_UP#` `PAD_DOWN#` `PAD_LEFT#` `PAD_RIGHT#`, `PAD_LB#` `PAD_RB#`, `PAD_LSTICK#` `PAD_RSTICK#`, `PAD_BACK#` `PAD_START#` `PAD_GUIDE#`, `PAD_MISC#`, `PAD_TOUCHPAD#`. PlayStation: A=Cross, B=Circle, X=Square, Y=Triangle. Raw 0–20 valid (16–19 = Elite paddles); outside → error. | |
| - Axes: `PAD_LX#` `PAD_LY#` `PAD_RX#` `PAD_RY#` `PAD_LT#` `PAD_RT#`. Raw 0–5; outside → error. | |
| - **Y axis: negative = up**, same as screen Y. `y$ = y$ + PADAXIS(0, PAD_LY#) * SPEED#` is correct — do not invert. | |
| - **L2/R2 are triggers, not buttons:** read with `PADAXIS(pad, PAD_LT#)`. Never pass an axis constant to `PADBUTTON` — `PADBUTTON(0, PAD_LT#)` silently reads button 4 (`PAD_BACK#`). | |
| - For one action per press, keep previous state: `IF now$ = TRUE AND was$ = FALSE THEN ...` then `was$ = now$`. | |
| - Stick as digital direction: `IF PADAXIS(0, PAD_LX#) < -0.5 THEN ...` | |
| - Pad OR keyboard: `IF PADBUTTON(0, PAD_LEFT#) OR KEYDOWN(KEY_LEFT#) THEN dx$ = -1` | |
| - Many third-party pads identify as PS4/Xbox controllers — normal, mapping is still correct. | |
| --- | |
| ## User-Defined Functions | |
| ```basic | |
| DEF FN Clamp$(val$, lo$, hi$) | |
| IF val$ < lo$ THEN RETURN lo$ | |
| IF val$ > hi$ THEN RETURN hi$ | |
| RETURN val$ | |
| END DEF | |
| PRINT FN Clamp$(5, 1, 10) ' ✓ return value used | |
| LET v$ = FN Clamp$(15, 0, 10) ' ✓ | |
| FN Clamp$(5, 1, 10) ' ✗ ERROR — return value unused | |
| ``` | |
| - Scope is isolated (see *Critical Rules*). Touching a global array gives: `Global array G$ is not visible inside DEF FN - pass it as a parameter with ASJSON() and rebuild it with ASARRAY()` | |
| - `DIM` inside a function creates a **fresh, empty, local** array on every call and every recursion level: | |
| ```basic | |
| DEF FN Count$(x$) | |
| DIM t$ | |
| t$(x$) = 1 | |
| RETURN LEN(t$()) | |
| END DEF | |
| PRINT FN Count$(1) ' 1 | |
| PRINT FN Count$(2) ' 1 (not 2) | |
| ``` | |
| - Parameters are passed **by value** | |
| - Labels inside functions are local — GOTO/GOSUB cannot jump outside | |
| - Recursion uses the real call stack, so thousands of levels can overflow it. GOSUB/RETURN uses a separate heap-based stack with no such limit. | |
| --- | |
| ## String Functions | |
| | Function | Description | | |
| |----------|-------------| | |
| | `ASC(s$)` | ASCII code of first char | | |
| | `CHR(n)` | Character from ASCII code | | |
| | `INSTR(s$, search$)` | Position (1-based), 0=not found; case-sensitive | | |
| | `INSTR(s$, search$, mode)` | mode: 0=case-insensitive, 1=case-sensitive | | |
| | `INVERT(s$)` | Reverse string | | |
| | `LCASE(s$)` / `UCASE(s$)` | Lower / upper case | | |
| | `LEFT(s$, n)` / `RIGHT(s$, n)` | First/last n chars | | |
| | `LEN(s$)` | String length | | |
| | `LTRIM(s$)` / `RTRIM(s$)` / `TRIM(s$)` | Strip whitespace | | |
| | `MID(s$, start)` | Substring from start (1-based) | | |
| | `MID(s$, start, len)` | Substring with length | | |
| | `REPEAT(s$, n)` | Repeat string n times | | |
| | `REPLACE(s$, a$, b$)` | Replace a$ with b$ in s$ | | |
| | `SPLIT(arr$, s$, sep$)` | Split into array (keys `0`..`count-1`), returns count. Array is emptied first. `arr$()` also accepted | | |
| | `SRAND(n)` | Random alphanumeric string of length n. `n = 0` → `""`; **negative n crashes** with an overflow error — never pass an unvalidated length | | |
| | `STR(n)` | Number to string | | |
| | `VAL(s$)` | String to number | | |
| | `SHA256(s$)` | SHA256 hash (64-char hex) | | |
| | `BASE64ENCODE(s$)` / `BASE64DECODE(s$)` | Base64 encode/decode | | |
| --- | |
| ## FSTRING — String Interpolation | |
| `FSTRING(template$)` substitutes `{{-name-}}` placeholders with the value of variables, constants, or array elements. | |
| ```basic | |
| LET name$ = "Krisu" | |
| LET LEVEL# = 5 | |
| PRINT FSTRING("Hello {{-name$-}}, level {{-LEVEL#-}}") | |
| ' Output: Hello Krisu, level 5 | |
| ``` | |
| The triple-character markers `{{-` and `-}}` are deliberately unusual. There is no escape syntax — literal `{{-...-}}` is always parsed as a placeholder. | |
| | Form | Resolves to | | |
| |------|-------------| | |
| | `{{-var$-}}` | Variable `var$` | | |
| | `{{-CONST#-}}` | Constant `CONST#` (built-ins like `{{-PI#-}}` work too) | | |
| | `{{-arr$(0)-}}` | Element at numeric index `0` | | |
| | `{{-arr$(i$)-}}` | Element at index from variable `i$` | | |
| | `{{-arr$(KEY#)-}}` | Element at index from constant `KEY#` | | |
| | `{{-arr$(name)-}}` | Element at literal string key `"name"` (no quotes inside FSTRING) | | |
| | `{{-arr$(0, i$)-}}` | Multidimensional, mixed literal and variable indices | | |
| **Index resolution** — for each comma-separated index, FSTRING checks: | |
| 1. Ends with `$` or `#` → variable / constant lookup. Halts if undefined. | |
| 2. Parses as a number → numeric index. `arr$(01)` and `arr$(1.0)` both resolve to key `1`. | |
| 3. Otherwise → literal string key. | |
| So `{{-name-}}` (no suffix) is a literal array key, **not** variable `name$`. Always include the suffix. | |
| **Notes:** Whitespace inside placeholders is trimmed. Numbers auto-stringify. FSTRING returns a value and must be used — a bare `FSTRING(...)` statement is an error. Undefined names, missing `-}}`, empty `{{--}}`, malformed or uninitialized array access all halt with a line-numbered message. | |
| **Not supported:** arithmetic, function calls, nested lookups, or quoted literals inside placeholders. Pre-compute into a variable: | |
| ```basic | |
| ' ❌ WRONG | |
| PRINT FSTRING("Total: {{-a$ + 5-}}") | |
| PRINT FSTRING("Name: {{-UCASE(name$)-}}") | |
| PRINT FSTRING("{{-arr$(arr2$(0))-}}") | |
| ' ✓ RIGHT | |
| LET total$ = a$ + 5 | |
| LET upper$ = UCASE(name$) | |
| LET k$ = arr2$(0) | |
| PRINT FSTRING("Total: {{-total$-}}, Name: {{-upper$-}}, Item: {{-arr$(k$)-}}") | |
| ``` | |
| **Full example:** | |
| ```basic | |
| DIM player$ | |
| player$("name") = "Krisu" | |
| player$("class") = "Bass" | |
| player$("level") = 99 | |
| DIM grid$ | |
| grid$(1, 0) = "." | |
| grid$(1, 1) = "X" | |
| LET row$ = 1 | |
| PRINT FSTRING("{{-player$(name)-}} the {{-player$(class)-}}, lvl {{-player$(level)-}}") | |
| PRINT FSTRING("Row {{-row$-}}: [{{-grid$(row$, 0)-}}{{-grid$(row$, 1)-}}]") | |
| END | |
| ' Output: | |
| ' Krisu the Bass, lvl 99 | |
| ' Row 1: [.X] | |
| ``` | |
| --- | |
| ## Math Functions | |
| | Function | Description | | |
| |----------|-------------| | |
| | `ABS(n)` | Absolute value | | |
| | `ATAN(n)` | Arc tangent | | |
| | `ATAN2(y, x)` | Angle in radians from the positive x-axis to point (x, y) | | |
| | `BETWEEN(n, min, max)` | TRUE if min ≤ n ≤ max | | |
| | `INBETWEEN(n, min, max)` | TRUE if min < n < max (strict) | | |
| | `CEIL(n)` / `FLOOR(n)` | Round up / down | | |
| | `CINT(n)` | Round to nearest integer | | |
| | `CLAMP(n, min, max)` | Constrain n to [min, max] | | |
| | `COS(n)` / `SIN(n)` / `TAN(n)` | Trig (radians) | | |
| | `DEG(rad)` / `RAD(deg)` | Radians ↔ degrees | | |
| | `DISTANCE(x1,y1, x2,y2)` | 2D Euclidean distance | | |
| | `DISTANCE(x1,y1,z1, x2,y2,z2)` | 3D Euclidean distance | | |
| | `EXP(n)` | e^n | | |
| | `INT(n)` | Truncate toward zero | | |
| | `LERP(start, end, t)` | Linear interpolation (t: 0.0–1.0) | | |
| | `LOG(n)` | Natural logarithm | | |
| | `MAX(a, b)` / `MIN(a, b)` | Larger / smaller of two | | |
| | `MOD(a, b)` / `a % b` | Remainder (function and operator forms are equivalent) | | |
| | `POW(base, exp)` | Power | | |
| | `RND(n)` | Random integer 0 to n-1 (n > 0) | | |
| | `RND(0)` | Random float 0.0–1.0 | | |
| | `ROUND(n)` | Nearest integer, half away from zero (`0.5→1`, `-0.5→-1`) — NOT banker's rounding | | |
| | `SGN(n)` | Sign: -1, 0, or 1 | | |
| | `SQR(n)` | Square root | | |
| ### Fast Trigonometry | |
| About 20× faster than `SIN(RAD(x))`, 1-degree precision, ~5.6 KB memory. Use for raycasting, sprite rotation, particle systems — anything calling trig hundreds of times per frame. | |
| ```basic | |
| FastTrig(TRUE) ' Enable lookup tables (must call first) | |
| LET x$ = FastCos(45) ' Degrees, auto-normalized 0–359 | |
| LET y$ = FastSin(90) | |
| LET r$ = FastRad(180) ' Deg→rad (no FastTrig needed) | |
| FastTrig(FALSE) ' Free memory | |
| ``` | |
| --- | |
| ## ISSET | |
| `ISSET(name)` returns `1` if the named variable (`$`) or constant (`#`) is declared, `0` otherwise. The argument is **not evaluated**, so `ISSET(undef$)` safely returns `0`. | |
| - **Scalars only.** `ISSET(arr$)` and `ISSET(arr$(0))` always return `0`, never an error. | |
| - **Bare name only.** Expressions, string literals, numbers or an empty argument (`ISSET(a$ + b$)`, `ISSET("a$")`, `ISSET(42)`, `ISSET()`) error with "invalid parameter". | |
| - **Suffix is part of the name:** `a$` and `A#` are different names. | |
| - **`LET name$` without a value still counts as set.** ISSET reports declaration, not "has a meaningful value". | |
| ```basic | |
| IF ISSET(playerName$) = FALSE THEN | |
| LET playerName$ = "Anonymous" | |
| END IF | |
| ``` | |
| --- | |
| ## Graphics | |
| ```basic | |
| SCREEN 12 ' 640×480 VGA | |
| SCREEN 0, 800, 600 ' Custom size | |
| SCREEN 0, 1024, 768, "My Game" ' Custom size + title | |
| FULLSCREEN TRUE ' Borderless fullscreen (graphics only) | |
| FULLSCREEN FALSE ' Windowed | |
| ``` | |
| Classic modes: 1, 7, 13 = 320×200 · 2, 9 = 640×350 · 12 = 640×480. | |
| ### Drawing Primitives | |
| ```basic | |
| PSET (x, y), color ' Pixel | |
| LINE (x1,y1)-(x2,y2), color ' Line | |
| LINE (x1,y1)-(x2,y2), color, B ' Box outline | |
| LINE (x1,y1)-(x2,y2), color, BF ' Box filled | |
| CIRCLE (cx,cy), radius, color ' Circle outline | |
| CIRCLE (cx,cy), radius, color, 1 ' Circle filled | |
| PAINT (x, y), fillColor, borderColor ' Flood fill | |
| LET c$ = POINT(x, y) ' Read pixel color | |
| LET COL# = RGB(r, g, b) ' Create color (0–255 each) | |
| ``` | |
| **Color values:** All drawing primitives (`PSET`, `LINE`, `CIRCLE`, `PAINT`, `DRAWSTRING`, `LOADSHAPE`) accept a palette index 0–15 or an `RGB(r, g, b)` value. Never hand-construct packed integers (e.g. `16711680`) — `RGB()` tags its value internally, and a raw integer is misread as a palette index. | |
| **Palette (0–15):** 0=Black, 1=Blue, 2=Green, 3=Cyan, 4=Red, 5=Magenta, 6=Brown, 7=Lt Gray, 8=Dk Gray, 9=Lt Blue, 10=Lt Green, 11=Lt Cyan, 12=Lt Red, 13=Lt Magenta, 14=Yellow, 15=White | |
| ### Screen Control | |
| ```basic | |
| SCREENLOCK ON ' Start frame (buffer drawing) | |
| SCREENLOCK OFF ' Present buffer | |
| VSYNC(TRUE) ' Enable VSync (default) — loop runs at monitor refresh rate | |
| VSYNC(FALSE) ' Disable VSync (benchmarking) | |
| ``` | |
| ### Shapes & Images | |
| ```basic | |
| LET RECT# = LOADSHAPE("RECTANGLE", w, h, color) ' or "CIRCLE", "TRIANGLE" | |
| LET IMG_PLAYER# = LOADIMAGE("player.png") ' PNG (alpha) or BMP | |
| LET IMG_REMOTE# = LOADIMAGE("https://example.com/a.png") ' Download + load | |
| ' Sprite sheet — sprites indexed 0-based | |
| DIM sprites$ | |
| LOADSHEET sprites$, 128, 128, "sheet.png" ' tileW, tileH, file | |
| MOVESHAPE sprites$(0), x, y | |
| MOVESHAPE RECT#, x, y ' Position | |
| ROTATESHAPE RECT#, angle ' Degrees (absolute) | |
| SCALESHAPE RECT#, scale ' 1.0 = original size | |
| DRAWSHAPE RECT# ' Render to buffer | |
| SHOWSHAPE RECT# / HIDESHAPE RECT# ' Toggle visibility | |
| REMOVESHAPE RECT# ' Free memory (always clean up) | |
| ``` | |
| **Anchor point:** `LOADSHAPE` primitives are center-anchored; `LOADIMAGE` images are top-left-anchored. | |
| ### Text Rendering (requires SDL2_ttf.dll next to the interpreter) | |
| ```basic | |
| DRAWSTRING "Hello!", 100, 200, WHITE# ' Default font: Arial, 16px | |
| LOADFONT "comic.ttf", 24 ' Becomes the new default | |
| LOADFONT ' Reset to Arial 16px | |
| ``` | |
| `DRAWSTRING text, x, y, color` positions the top-left of the text. | |
| --- | |
| ## Sound | |
| ```basic | |
| LET SND_JUMP# = LOADSOUND("jump.wav") ' Load (WAV recommended) | |
| SOUNDONCE(SND_JUMP#) ' Play once, non-blocking | |
| SOUNDONCEWAIT(SND_JUMP#) ' Play once, wait for finish | |
| SOUNDREPEAT(SND_JUMP#) ' Loop continuously | |
| SOUNDSTOP(SND_JUMP#) ' Stop specific sound | |
| SOUNDSTOPALL ' Stop all sounds | |
| ``` | |
| Load all sounds at startup. Call `SOUNDSTOPALL` before `END`. | |
| --- | |
| ## File I/O | |
| ```basic | |
| LET data$ = FILEREAD("file.txt") ' Read as string | |
| DIM cfg$ : LET cfg$ = FILEREAD("settings.txt") ' Read as key=value array | |
| FILEWRITE "save.txt", data$ ' Create/overwrite (array → key=value format) | |
| FILEAPPEND "log.txt", entry$ ' Append | |
| LET ok$ = FILEEXISTS("file.txt") ' 1=exists, 0=not | |
| FILEDELETE "temp.dat" ' Delete file | |
| DIM files$ | |
| LET n$ = FILELIST(files$, "levels", "*.txt") ' Names into files$(0..n-1), returns n | |
| ``` | |
| **key=value parsing:** When `FILEREAD` assigns to a `DIM`'d array, lines `key=value` become `arr$("key")`; lines starting with `#` are comments. Round-trips with `FILEWRITE`. Good for `.env` files: | |
| ```basic | |
| DIM env$ | |
| LET env$ = FILEREAD(".env") | |
| LET API_KEY# = env$("OPENAI_API_KEY") | |
| ``` | |
| **FILELIST:** files only (no folders, not recursive), names only (no paths), sorted alphabetically ignoring case, hidden/system files skipped. The array is cleared first. Pattern supports `*` and `?`, default all files. Missing folder → returns `0`. To open a listed file, prepend the folder: `FILEREAD("levels/" + files$(i$))`. | |
| **Paths:** Use `/` or `\\` — never a single `\` (escape char). Relative paths are from `PRG_ROOT#`, which already ends with a separator: `PRG_ROOT# + "data.txt"`. | |
| --- | |
| ## Network | |
| ```basic | |
| LET res$ = HTTPGET("https://api.example.com/data") | |
| LET res$ = HTTPPOST("https://api.example.com/submit", "{""key"":""val""}") | |
| ' Optional headers | |
| DIM headers$ | |
| headers$("Authorization") = "Bearer mytoken" | |
| headers$("Content-Type") = "application/json" | |
| LET res$ = HTTPGET("https://api.example.com/data", headers$) | |
| LET res$ = HTTPPOST("https://api.example.com/data", body$, headers$) | |
| ' Optional timeout in seconds, AFTER headers (default 30, 0 = no limit) | |
| LET res$ = HTTPPOST("http://localhost:11434/v1/chat/completions", body$, headers$, 120) | |
| ``` | |
| ### Local HTTP server (LISTEN) | |
| Local-only server, typically glue between a static HTML page and a BazzBasic script on the same machine. | |
| ```basic | |
| STARTLISTEN 8080 ' Bind 127.0.0.1:8080, no admin needed | |
| STARTLISTEN 8080, 5000 ' Optional timeout in ms | |
| LET body$ = GETREQUEST() ' POST/PUT/PATCH body or GET query string ("" on timeout) | |
| SENDRESPONSE "{""status"":""ok""}" ' Must be called or the browser hangs | |
| STOPLISTEN | |
| ``` | |
| - **Always pair `GETREQUEST()` with `SENDRESPONSE`.** | |
| - **Bound to `127.0.0.1` only.** Do not generate code that tries to expose it on a LAN or the internet. | |
| - **Body or query string only** (no `?`). Headers, method and URL path are not exposed. Parse JSON bodies with `ASARRAY`. | |
| - **OPTIONS preflight and CORS are automatic.** Don't handle `OPTIONS`; every response carries `Access-Control-Allow-Origin: *`. | |
| - **One listener at a time.** Call `STOPLISTEN` before another `STARTLISTEN`. | |
| - **Always 200 OK, always `text/plain`.** To return JSON, put JSON text in the body — browser-side `response.json()` still works. | |
| ```basic | |
| STARTLISTEN 8080 | |
| PRINT "Waiting for browser..." | |
| LET json$ = GETREQUEST() | |
| DIM data$ | |
| LET count$ = ASARRAY(data$, json$) | |
| PRINT "Got name: " + data$("name") | |
| SENDRESPONSE "{""status"":""ok""}" | |
| STOPLISTEN | |
| END | |
| ``` | |
| --- | |
| ## Arrays & JSON | |
| Nested JSON maps to comma-separated keys: `data$("player,name")`, `data$("skills,0")`. | |
| ```basic | |
| LET json$ = ASJSON(arr$) ' Array → JSON string | |
| DIM data$ | |
| LET count$ = ASARRAY(data$, json$) ' JSON string → array, returns element count | |
| LOADJSON arr$, "file.json" ' Load JSON file | |
| SAVEJSON arr$, "file.json" ' Save JSON file | |
| ``` | |
| ### Passing Arrays to Functions | |
| Serialize with `ASJSON`, pass the string, rebuild inside with `ASARRAY`. The function gets an independent copy — changes inside do not affect the original. Nested keys work normally. | |
| ```basic | |
| DEF FN ProcessPlayer$(data$) | |
| DIM arr$ | |
| LET count$ = ASARRAY(arr$, data$) | |
| RETURN arr$("name") + " score:" + arr$("score") | |
| END DEF | |
| [inits] | |
| DIM player$ | |
| player$("name") = "Alice" | |
| player$("score") = 9999 | |
| player$("address,city") = "New York" | |
| [main] | |
| LET json$ = ASJSON(player$) | |
| PRINT FN ProcessPlayer$(json$) | |
| END | |
| ``` | |
| --- | |
| ## Date & Time | |
| ```basic | |
| LET t$ = TIME() ' Default "HH:mm:ss" -> "15:21:22" | |
| LET t2$ = TIME("dd.MM.yyyy") ' .NET DateTime format -> "04.09.2026" | |
| LET t3$ = TIME("dddd") ' -> "Friday" | |
| LET start$ = TICKS ' Milliseconds since program start | |
| ``` | |
| **Timing — SLEEP and TICKS do different jobs:** | |
| - **Frame pacing:** in graphics mode, VSync (on by default) waits at `SCREENLOCK OFF`, limiting the loop to the monitor's refresh rate — usually 60 FPS, but 144 FPS on a 144 Hz monitor. Do NOT add `SLEEP 16` to a graphics loop — together they halve the frame rate. | |
| - **SLEEP ms:** use for deliberate pauses (title screens, "Game Over" delays) and to keep console loops from using 100% CPU (`SLEEP 10` in an `INKEY` polling loop). | |
| - **TICKS:** use for measuring time — timers, cooldowns, animation speed, and movement that should stay the same speed on every monitor. | |
| ```basic | |
| [inits] | |
| LET running$ = TRUE | |
| LET lastTick$ = TICKS | |
| LET delta$ | |
| LET x$ = 0, speed$ = 2 ' several variables in one LET | |
| [main] | |
| WHILE running$ | |
| delta$ = TICKS - lastTick$ | |
| lastTick$ = TICKS | |
| x$ = x$ + speed$ * delta$ / 16 ' same speed regardless of frame rate | |
| GOSUB [sub:draw] | |
| WEND | |
| END | |
| ``` | |
| --- | |
| ## Command-Line Arguments | |
| ```basic | |
| ' bazzbasic.exe myprog.bas arg1 arg2 | |
| PRINT ARGCOUNT ' 2 | |
| PRINT ARGS(0) ' "arg1" | |
| PRINT ARGS(1) ' "arg2" | |
| ``` | |
| 0-based; does not include the interpreter or script name. | |
| --- | |
| ## Libraries & INCLUDE | |
| ```basic | |
| INCLUDE "helpers.bas" ' Insert source at this point | |
| INCLUDE "MathLib.bb" ' Load compiled library | |
| ' Compile library (functions only — no loose code) | |
| ' bazzbasic.exe -lib MathLib.bas → MathLib.bb | |
| ' Function names auto-prefixed: MATHLIB_functionname$ | |
| PRINT FN MATHLIB_add$(5, 3) | |
| ``` | |
| - Library functions can read main-program constants (`#`). | |
| - `.bb` files are **version-locked** to the build that produced them — recompile after upgrading. | |
| - **No extension fallback:** `INCLUDE "helpers"` does NOT try `helpers.bas`. | |
| - **Path resolution:** relative to the including file's directory first, then the program's base path. | |
| - **Circular includes** halt with `Circular INCLUDE detected: <file>`. | |
| --- | |
| ## Program Structure | |
| ```basic | |
| ' ---- 1. FUNCTIONS (or INCLUDE) ---- | |
| DEF FN Clamp$(v$, lo$, hi$) | |
| IF v$ < lo$ THEN RETURN lo$ | |
| IF v$ > hi$ THEN RETURN hi$ | |
| RETURN v$ | |
| END DEF | |
| ' ---- 2. INIT — declare ALL constants & variables here ---- | |
| [inits] | |
| LET SCREEN_W# = 640 | |
| LET SCREEN_H# = 480 | |
| LET MAX_SPEED# = 5 | |
| LET PLAYER_COLOR# = RGB(0, 255, 0) | |
| SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game" | |
| LET x$ = 320 | |
| LET y$ = 240 | |
| LET running$ = TRUE | |
| ' ---- 3. MAIN LOOP ---- | |
| [main] | |
| WHILE running$ | |
| IF INKEY = KEY_ESC# THEN running$ = FALSE | |
| GOSUB [sub:update] | |
| GOSUB [sub:draw] ' SCREENLOCK OFF + VSync paces the loop to the monitor refresh rate | |
| WEND | |
| SOUNDSTOPALL | |
| END | |
| ' ---- 4. SUBROUTINES (or INCLUDE) ---- | |
| [sub:update] | |
| IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED# | |
| IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED# | |
| RETURN | |
| [sub:draw] | |
| SCREENLOCK ON | |
| LINE (0,0)-(SCREEN_W#, SCREEN_H#), 0, BF | |
| CIRCLE (x$, y$), 10, PLAYER_COLOR#, 1 | |
| SCREENLOCK OFF | |
| RETURN | |
| ``` | |
| **Naming conventions:** variables `camelCase$`, constants `UPPER_SNAKE_CASE#`, functions `PascalCase$`, labels `[gameLoop]` for jump targets and `[sub:name]` for subroutines. | |
| --- | |
| ## IDE | |
| From version 1.6, the IDE (`BazzBasic-IDE.exe`) and interpreter (`BazzBasic.exe`) are separate programs in the same release .zip. Launching the interpreter without arguments tries to open the IDE; if that fails, it prints a message to the console. | |
| | Menu | Items | | |
| |------|-------| | |
| | **File** | New, Open, Save, Save As, Save All, Close Tab, Close All, Restore Session on Startup¹, Print, Exit | | |
| | **Edit** | Undo, Redo, Cut, Copy, Paste, Select All, Comment Selection, Uncomment Selection | | |
| | **Search** | Find, Replace | | |
| | **View** | Tree View¹ (DEF FN functions and labels on the left), Open Console², Open File Browser², Light Mode¹, Dark Mode (experimental)¹, Syntax Coloring¹ (off = monochrome), Take a Screenshot to Clipboard (IDE window only), Zoom In, Zoom Out | | |
| | **Run** | Run Program (F5), Compile as Exe, Compile as Library (.bb), Path to BazzBasic.exe³ | | |
| | **Help** | About, Homepage, Online Manual, Beginner's Guide, Rosetta Code, Check for Updates | | |
| ¹ Saved to `%AppData%\BazzBasic\ide.json` | |
| ² Opens in the current file's folder | |
| ³ Used if set; otherwise the IDE's own folder, then `PATH` | |
| - Compile commands auto-save the file first. | |
| - Help-menu links open the URLs listed at the top of this guide. | |
| - CLI equivalents: `bazzbasic.exe -guide` / `-help` prints the Beginner's Guide URL, `bazzbasic.exe -checkupdates` checks for a newer version. | |
| - New files get this template: | |
| ```basic | |
| ' BazzBasic version {ver_num} | |
| ' https://ekbass.github.io/BazzBasic/ | |
| ``` | |
| ## Examples | |
| Example programs can be found in the `Examples/` directory (relative to the directory for this skill). | |
| - Before writing BazzBasic code, review the examples most relevant to the task and follow the practices demonstrated in them (naming conventions, structure, typical idioms). | |
| - The examples are organized into folders, such as "graphics", "console", "API", "GamePad", etc. |