--- 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$(5, 3) ``` - Library functions can read main-program constants (`#`). - `.bb` files are **version-locked** to the build that produced them — recompile after upgrading. - **No extension fallback:** `INCLUDE "helpers"` does NOT try `helpers.bas`. - **Path resolution:** relative to the including file's directory first, then the program's base path. - **Circular includes** halt with `Circular INCLUDE detected: `. --- ## Program Structure ```basic ' ---- 1. FUNCTIONS (or INCLUDE) ---- DEF FN Clamp$(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.