Upload BazzBasic-AI-guide.txt
Browse files- BazzBasic-AI-guide.txt +1137 -0
BazzBasic-AI-guide.txt
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|
| 1 |
+
# METADATA:
|
| 2 |
+
|
| 3 |
+
Name: BazzBasic
|
| 4 |
+
|
| 5 |
+
Description: BazzBasic BASIC interpreter language reference. Use when writing, debugging, or explaining BazzBasic code (.bas files). Triggers on BazzBasic syntax, BASIC programming with $ and # suffixes, SDL2 graphics in BASIC, or references to BazzBasic interpreter features
|
| 6 |
+
|
| 7 |
+
About: BazzBasic is built around one simple idea: starting programming should feel nice and even fun. Ease of learning, comfort of exploration and small but important moments of success. Just like the classic BASICs of decades past, but with a fresh and modern feel.
|
| 8 |
+
|
| 9 |
+
Purpose: This guide has been provided with the idea that it would be easy and efficient for a modern AI to use this guide and through this either guide a new programmer to the secrets of BazzBasic or, if necessary, generate code himself.
|
| 10 |
+
|
| 11 |
+
Version: This guide is written for BazzBasic version 1.1b and is updated 23.03.2026 Finnish time.
|
| 12 |
+
|
| 13 |
+
# END METADATA
|
| 14 |
+
|
| 15 |
+
---
|
| 16 |
+
|
| 17 |
+
# BazzBasic Language Reference
|
| 18 |
+
|
| 19 |
+
BazzBasic is a BASIC interpreter for .NET 10 with SDL2 graphics and SDL2_mixer sound support. It is not a clone of any previous BASIC - it aims to be easy, fun, and modern. Released under MIT license.
|
| 20 |
+
|
| 21 |
+
**Version:** 1.1b (Released March, 2026)
|
| 22 |
+
**Author:** Kristian Virtanen (krisu.virtanen@gmail.com)
|
| 23 |
+
**Platform:** Windows (x64 primary); Linux/macOS possible with effort
|
| 24 |
+
**Dependencies:** SDL2.dll, SDL2_mixer (bundled).
|
| 25 |
+
**Github:** https://github.com/EkBass/BazzBasic
|
| 26 |
+
**Homepage:** https://ekbass.github.io/BazzBasic/
|
| 27 |
+
**Manual:** "https://ekbass.github.io/BazzBasic/manual/#/"
|
| 28 |
+
**Examples:** "https://github.com/EkBass/BazzBasic/tree/main/Examples"
|
| 29 |
+
**Github_repo:** "https://github.com/EkBass/BazzBasic"
|
| 30 |
+
**Github_discussions:** "https://github.com/EkBass/BazzBasic/discussions"
|
| 31 |
+
**Discord_channel:** "https://discord.com/channels/682603735515529216/1464283741919907932"
|
| 32 |
+
**Thinbasic subforum:** "https://www.thinbasic.com/community/forumdisplay.php?401-BazzBasic"
|
| 33 |
+
|
| 34 |
+
## Few examples:
|
| 35 |
+
**raycaster_3d:** https://raw.githubusercontent.com/EkBass/BazzBasic/refs/heads/main/Examples/raycaster_3d_optimized.bas
|
| 36 |
+
**voxel_terrain:** https://raw.githubusercontent.com/EkBass/BazzBasic/refs/heads/main/Examples/voxel_terrain.bas
|
| 37 |
+
**sprite load:** https://github.com/EkBass/BazzBasic/blob/main/Examples/countdown_demo.bas
|
| 38 |
+
**Eliza:** https://github.com/EkBass/BazzBasic/blob/main/Examples/Eliza.bas
|
| 39 |
+
|
| 40 |
+
## This guide:
|
| 41 |
+
**BazzBasic AI-guide:** https://huggingface.co/datasets/EkBass/BazzBasic_AI_Guide/tree/main
|
| 42 |
+
Just download the latest *BazzBasic-AI-guide-DDMMYYYY.md* where *DDMMYYYY* marks the date.
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
## CLI Usage
|
| 46 |
+
|
| 47 |
+
| Command | Action |
|
| 48 |
+
|---------|--------|
|
| 49 |
+
| `bazzbasic.exe` | Launch IDE |
|
| 50 |
+
| `bazzbasic.exe file.bas` | Run program |
|
| 51 |
+
| `bazzbasic.exe -exe file.bas` | Create standalone .exe |
|
| 52 |
+
| `bazzbasic.exe -lib file.bas` | Create tokenized library (.bb) |
|
| 53 |
+
|
| 54 |
+
IDE shortcuts: F5 run, Ctrl+N/O/S new/open/save, Ctrl+Shift+S save as, Ctrl+W close tab, Ctrl+F find, Ctrl+H replace.
|
| 55 |
+
|
| 56 |
+
In-built IDE is just a small very basic IDE which fires up when double-clicking *bazzbasic.exe*. Usage of Notepad++ etc. recommended.
|
| 57 |
+
|
| 58 |
+
### External syntax colors.
|
| 59 |
+
BazzBasic IDE is developed just so double-clicking *bazzbasic.exe* would bring something in the screen of a newbie. A person can use it, but it stands no chance for more advanced editors.
|
| 60 |
+
|
| 61 |
+
There are syntax color files for *Notepad++*, *Geany* and *Visual Studio Code* available at https://github.com/EkBass/BazzBasic/tree/main/extras
|
| 62 |
+
|
| 63 |
+
---
|
| 64 |
+
|
| 65 |
+
## Syntax Fundamentals
|
| 66 |
+
|
| 67 |
+
### Variables and Constants
|
| 68 |
+
Forget traditional BASIC types. Suffixes in BazzBasic define mutability, not data type.
|
| 69 |
+
|
| 70 |
+
Variables and arrays in BazzBasic are typeless: hold numbers or strings interchangeably
|
| 71 |
+
|
| 72 |
+
- $ = Mutable Variable
|
| 73 |
+
- # = Immutable Constant
|
| 74 |
+
|
| 75 |
+
|
| 76 |
+
```basic
|
| 77 |
+
LET a$ ' Declare without value
|
| 78 |
+
LET name$ = "Alice" ' Variable, string (mutable, $ suffix)
|
| 79 |
+
LET age$ = 19 ' Variable, integer (mutable, $ suffix)
|
| 80 |
+
LET price$ = 1.99 ' Variable, decimal (mutable, $ suffix)
|
| 81 |
+
LET PI# = 3.14159 ' Constant (immutable, # suffix)
|
| 82 |
+
LET x$, y$, z$ = 10 ' Multiple declaration
|
| 83 |
+
```
|
| 84 |
+
- All variables require `$` suffix, constants require `#`
|
| 85 |
+
- Typeless: hold numbers or strings interchangeably
|
| 86 |
+
- Must declare with `LET` before use (except FOR/INPUT which auto-declare)
|
| 87 |
+
- Assignment after declaration: `x$ = x$ + 1` (no LET needed)
|
| 88 |
+
- **Case-insensitive**: `PRINT`, `print`, `Print` all work
|
| 89 |
+
- Naming: letters, numbers, underscores; cannot start with number
|
| 90 |
+
|
| 91 |
+
### Comparison Behavior
|
| 92 |
+
`"123" = 123` is TRUE (cross-type comparison), but slower - keep types consistent.
|
| 93 |
+
|
| 94 |
+
### Scope
|
| 95 |
+
- Main code shares one scope (even inside IF blocks)
|
| 96 |
+
- `DEF FN` functions have completely isolated scope
|
| 97 |
+
- Only global constants (`#`) are accessible inside functions
|
| 98 |
+
|
| 99 |
+
### Multiple Statements Per Line
|
| 100 |
+
```basic
|
| 101 |
+
COLOR 14, 0 : CLS : PRINT "Hello"
|
| 102 |
+
```
|
| 103 |
+
|
| 104 |
+
### Comments
|
| 105 |
+
```basic
|
| 106 |
+
REM This is a comment
|
| 107 |
+
' This is also a comment
|
| 108 |
+
PRINT "Hello" ' Inline comment
|
| 109 |
+
```
|
| 110 |
+
|
| 111 |
+
### Escape Sequences in Strings
|
| 112 |
+
| Sequence | Result |
|
| 113 |
+
|----------|--------|
|
| 114 |
+
| `\"` | Quote |
|
| 115 |
+
| `\n` | Newline |
|
| 116 |
+
| `\t` | Tab |
|
| 117 |
+
| `\\` | Backslash |
|
| 118 |
+
|
| 119 |
+
---
|
| 120 |
+
|
| 121 |
+
## Arrays
|
| 122 |
+
```basic
|
| 123 |
+
DIM scores$ ' Declare (must use DIM)
|
| 124 |
+
DIM a$, b$, c$ ' Multiple declaration
|
| 125 |
+
scores$(0) = 95 ' Numeric index (0-based)
|
| 126 |
+
scores$("name") = "Alice" ' String key (associative)
|
| 127 |
+
matrix$(0, 1) = "A2" ' Multi-dimensional
|
| 128 |
+
data$(1, "header") = "Name" ' Mixed indexing
|
| 129 |
+
```
|
| 130 |
+
- Array names must end with `$`
|
| 131 |
+
- Fully dynamic: numeric, string, multi-dimensional, mixed indexing
|
| 132 |
+
- Arrays **cannot** be passed directly to functions - pass values of individual elements
|
| 133 |
+
- Accessing uninitialized elements is an error - check with `HASKEY` first
|
| 134 |
+
|
| 135 |
+
### Array Functions
|
| 136 |
+
| Function | Description |
|
| 137 |
+
|----------|-------------|
|
| 138 |
+
| `LEN(arr$())` | Element count (note: empty parens) |
|
| 139 |
+
| `HASKEY(arr$(key))` | 1 if exists, 0 if not |
|
| 140 |
+
| `DELKEY arr$(key)` | Remove element |
|
| 141 |
+
| `DELARRAY arr$` | Remove entire array (can re-DIM after) |
|
| 142 |
+
|
| 143 |
+
---
|
| 144 |
+
|
| 145 |
+
## Operators
|
| 146 |
+
|
| 147 |
+
### Arithmetic
|
| 148 |
+
`+` (add/concatenate), `-`, `*`, `/` (returns float)
|
| 149 |
+
|
| 150 |
+
### Comparison
|
| 151 |
+
`=` or `==`, `<>` or `!=`, `<`, `>`, `<=`, `>=`
|
| 152 |
+
|
| 153 |
+
### Logical
|
| 154 |
+
`AND`, `OR`, `NOT`
|
| 155 |
+
|
| 156 |
+
### Precedence (high to low)
|
| 157 |
+
`()` ? `NOT` ? `*`, `/` ? `+`, `-` ? comparisons ? `AND` ? `OR`
|
| 158 |
+
|
| 159 |
+
---
|
| 160 |
+
|
| 161 |
+
## User-Defined Functions
|
| 162 |
+
```basic
|
| 163 |
+
DEF FN add$(a$, b$)
|
| 164 |
+
RETURN a$ + b$
|
| 165 |
+
END DEF
|
| 166 |
+
PRINT FN add$(3, 4) ' Call with FN prefix
|
| 167 |
+
```
|
| 168 |
+
- Function name **must** end with `$`, called with `FN` prefix
|
| 169 |
+
- **Must be defined before called** (top of file or via INCLUDE)
|
| 170 |
+
- Parameters passed **by value**
|
| 171 |
+
- Completely isolated scope: no access to global variables, only global constants (`#`)
|
| 172 |
+
- Labels inside functions are local - GOTO/GOSUB **cannot** jump outside (error)
|
| 173 |
+
- Supports recursion
|
| 174 |
+
- Tip: put functions in separate files, `INCLUDE` at program start
|
| 175 |
+
|
| 176 |
+
---
|
| 177 |
+
|
| 178 |
+
## Control Flow
|
| 179 |
+
|
| 180 |
+
### IF Statements
|
| 181 |
+
```basic
|
| 182 |
+
' Block IF (END IF and ENDIF both work)
|
| 183 |
+
IF x$ > 10 THEN
|
| 184 |
+
PRINT "big"
|
| 185 |
+
ELSEIF x$ > 5 THEN
|
| 186 |
+
PRINT "medium"
|
| 187 |
+
ELSE
|
| 188 |
+
PRINT "small"
|
| 189 |
+
ENDIF
|
| 190 |
+
|
| 191 |
+
' One-line IF (GOTO/GOSUB only)
|
| 192 |
+
IF lives$ = 0 THEN GOTO [game_over]
|
| 193 |
+
IF key$ = KEY_ESC# THEN GOTO [menu] ELSE GOTO [continue]
|
| 194 |
+
IF ready$ = 1 THEN GOSUB [start_game]
|
| 195 |
+
```
|
| 196 |
+
|
| 197 |
+
### FOR Loops
|
| 198 |
+
```basic
|
| 199 |
+
FOR i$ = 1 TO 10 STEP 2 ' Auto-declares variable, STEP optional
|
| 200 |
+
PRINT i$
|
| 201 |
+
NEXT
|
| 202 |
+
|
| 203 |
+
FOR i$ = 10 TO 1 STEP -1 ' Count down
|
| 204 |
+
PRINT i$
|
| 205 |
+
NEXT
|
| 206 |
+
```
|
| 207 |
+
|
| 208 |
+
### WHILE Loops
|
| 209 |
+
```basic
|
| 210 |
+
WHILE x$ < 100
|
| 211 |
+
x$ = x$ * 2
|
| 212 |
+
WEND
|
| 213 |
+
```
|
| 214 |
+
|
| 215 |
+
### Labels, GOTO, GOSUB
|
| 216 |
+
```basic
|
| 217 |
+
[start]
|
| 218 |
+
GOSUB [subroutine]
|
| 219 |
+
GOTO [start]
|
| 220 |
+
END
|
| 221 |
+
|
| 222 |
+
[subroutine]
|
| 223 |
+
PRINT "Hello"
|
| 224 |
+
RETURN
|
| 225 |
+
```
|
| 226 |
+
|
| 227 |
+
### Dynamic Jumps (Labels as Variables)
|
| 228 |
+
```basic
|
| 229 |
+
LET target$ = "[menu]"
|
| 230 |
+
GOTO target$ ' Variable holds label string
|
| 231 |
+
LET dest# = "[jump]"
|
| 232 |
+
GOSUB dest# ' Constants work too
|
| 233 |
+
```
|
| 234 |
+
|
| 235 |
+
If you want to make a dynamic jump, use the "[" and "]" characters to indicate to BazzBasic that it is specifically a label.
|
| 236 |
+
|
| 237 |
+
```basic
|
| 238 |
+
LET target$ = "[menu]" ' Correct way
|
| 239 |
+
LET target$ = "menu" ' Incorrect way
|
| 240 |
+
```
|
| 241 |
+
|
| 242 |
+
### Other
|
| 243 |
+
| Command | Description |
|
| 244 |
+
|---------|-------------|
|
| 245 |
+
| `SLEEP ms` | Pause execution |
|
| 246 |
+
| `END` | Terminate program |
|
| 247 |
+
|
| 248 |
+
---
|
| 249 |
+
|
| 250 |
+
## I/O Commands
|
| 251 |
+
|
| 252 |
+
| Command | Description |
|
| 253 |
+
|---------|-------------|
|
| 254 |
+
| `PRINT expr; expr` | Output (`;` = no space, `,` = tab) |
|
| 255 |
+
| `PRINT "text";` | Trailing `;` suppresses newline |
|
| 256 |
+
| `INPUT "prompt", var$` | Read input (splits on whitespace/comma) |
|
| 257 |
+
| `INPUT "prompt", a$, b$` | Read multiple values |
|
| 258 |
+
| `INPUT var$` | Default prompt `"? "` |
|
| 259 |
+
| `LINE INPUT "prompt", var$` | Read entire line including spaces |
|
| 260 |
+
| `CLS` | Clear screen |
|
| 261 |
+
| `LOCATE row, col` | Move cursor (1-based) |
|
| 262 |
+
| `COLOR fg, bg` | Set colors (0-15 palette) |
|
| 263 |
+
| `GETCONSOLE(row, col, type)` | Console read: 0=char(ASCII), 1=fg, 2=bg |
|
| 264 |
+
| `INKEY` | Non-blocking key check (0 if none, >256 for special keys) |
|
| 265 |
+
| `KEYDOWN(key#)` | Returns TRUE if specified key is currently held down |
|
| 266 |
+
| `WAITKEY(key#, key2#...)` | Halts program until requested key pressed |
|
| 267 |
+
|
| 268 |
+
### INPUT vs LINE INPUT
|
| 269 |
+
| Feature | INPUT | LINE INPUT |
|
| 270 |
+
|---------|-------|------------|
|
| 271 |
+
| Reads spaces | No (splits) | Yes |
|
| 272 |
+
| Multiple variables | Yes | No |
|
| 273 |
+
| Default prompt | `"? "` | None |
|
| 274 |
+
|
| 275 |
+
### INKEY vs KEYDOWN
|
| 276 |
+
| Feature | INKEY | KEYDOWN |
|
| 277 |
+
|---------|-------|---------|
|
| 278 |
+
| Returns | Key value or 0 | TRUE/FALSE |
|
| 279 |
+
| Key held | Reports once | Reports while held |
|
| 280 |
+
| Use case | Menu navigation | Game movement, held keys |
|
| 281 |
+
|
| 282 |
+
```basic
|
| 283 |
+
' KEYDOWN example - smooth movement
|
| 284 |
+
IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - 5
|
| 285 |
+
IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + 5
|
| 286 |
+
```
|
| 287 |
+
### WAITKEY
|
| 288 |
+
Halts the execution until requested key is pressed.
|
| 289 |
+
```vb
|
| 290 |
+
' Wait just the ENTER key
|
| 291 |
+
PRINT "ENTER"
|
| 292 |
+
PRINT WAITKEY(KEY_ENTER#) ' output: 13
|
| 293 |
+
|
| 294 |
+
' Wait any of "a", "b" or "esc" keys
|
| 295 |
+
PRINT "A, B or ESC"
|
| 296 |
+
PRINT WAITKEY(KEY_A#, KEY_B#, KEY_ESC#) ' output: depends of your choice of key
|
| 297 |
+
|
| 298 |
+
PRINT "Press any key..."
|
| 299 |
+
LET a$ = WAITKEY()
|
| 300 |
+
PRINT a$ ' output: val of key you pressed
|
| 301 |
+
```
|
| 302 |
+
---
|
| 303 |
+
|
| 304 |
+
## Math Functions
|
| 305 |
+
|
| 306 |
+
| Function | Description |
|
| 307 |
+
|----------|-------------|
|
| 308 |
+
| `ABS(n)` | Absolute value |
|
| 309 |
+
| `ATAN(n)` | Returns the arc tangent of n |
|
| 310 |
+
| `BETWEEN(n, min, max)` | TRUE if n is in range |
|
| 311 |
+
| `CEIL(n)` | Rounds up |
|
| 312 |
+
| `CINT(n)` | Convert to integer (rounds) |
|
| 313 |
+
| `COS(n)` | Returns the cosine of an angle |
|
| 314 |
+
| `CLAMP(n, min, max)` | Constrain value to range |
|
| 315 |
+
| `DEG(radians)` | Radians to degrees |
|
| 316 |
+
| `DISTANCE(x1,y1,x2,y2)` | 2D Euclidean distance |
|
| 317 |
+
| `DISTANCE(x1,y1,z1,x2,y2,z2)` | 3D Euclidean distance |
|
| 318 |
+
| `EXP(n)` | Exponential (e^n) |
|
| 319 |
+
| `FLOOR(n)` | Rounds down |
|
| 320 |
+
| `INT(n)` | Truncate toward zero |
|
| 321 |
+
| `LERP(start, end, t)` | Linear interpolation (t = 0.0-1.0) |
|
| 322 |
+
| `LOG(n)` | Natural log |
|
| 323 |
+
| `MAX(a, b)` | Returns higher from a & b |
|
| 324 |
+
| `MIN(a, b)` | Returns smaller from a & b |
|
| 325 |
+
| `MOD(a, b)` | Remainder |
|
| 326 |
+
| `POW(base, exp)` | Power |
|
| 327 |
+
| `RAD(degrees)` | Degrees to radians |
|
| 328 |
+
| `RND(n)` | Random 0 to n-1 |
|
| 329 |
+
| `ROUND(n)` | Standard rounding |
|
| 330 |
+
| `SGN(n)` | Sign (-1, 0, 1) |
|
| 331 |
+
| `SIN(n)` | Returns the sine of n |
|
| 332 |
+
| `SQR(n)` | Square root |
|
| 333 |
+
| `TAN(n)` | Returns the tangent of n |
|
| 334 |
+
|
| 335 |
+
|
| 336 |
+
### Math Constants
|
| 337 |
+
| Constant | Value | Notes |
|
| 338 |
+
|----------|-------|-------|
|
| 339 |
+
| `PI` | 3.14159265358979 | 180 |
|
| 340 |
+
| `HPI` | 1.5707963267929895 | 90 (PI/2) |
|
| 341 |
+
| `QPI` | 0.7853981633974483 | 45 (PI/4) |
|
| 342 |
+
| `TAU` | 6.283185307179586 | 360 (PI*2) |
|
| 343 |
+
| `EULER` | 2.718281828459045 | e |
|
| 344 |
+
|
| 345 |
+
All are raw-coded values - no math at runtime, maximum performance.
|
| 346 |
+
|
| 347 |
+
### Fast Trigonometry (Lookup Tables)
|
| 348 |
+
For graphics-intensive applications - ~20x faster than SIN/COS, 1-degree precision.
|
| 349 |
+
|
| 350 |
+
```basic
|
| 351 |
+
FastTrig(TRUE) ' Enable lookup tables (~5.6 KB)
|
| 352 |
+
|
| 353 |
+
LET x$ = FastCos(45) ' Degrees, auto-normalized to 0-359
|
| 354 |
+
LET y$ = FastSin(90)
|
| 355 |
+
LET r$ = FastRad(180) ' Degrees to radians (doesn't need FastTrig)
|
| 356 |
+
|
| 357 |
+
FastTrig(FALSE) ' Free memory when done
|
| 358 |
+
```
|
| 359 |
+
|
| 360 |
+
**Use FastTrig when:** raycasting, rotating sprites, particle systems, any loop calling trig hundreds of times per frame.
|
| 361 |
+
**Use regular SIN/COS when:** high precision needed, one-time calculations.
|
| 362 |
+
|
| 363 |
+
---
|
| 364 |
+
|
| 365 |
+
## String Functions
|
| 366 |
+
|
| 367 |
+
| Function | Description |
|
| 368 |
+
|----------|-------------|
|
| 369 |
+
| `ASC(s$)` | Character to ASCII code |
|
| 370 |
+
| `CHR(n)` | ASCII code to character |
|
| 371 |
+
| `INSTR(s$, search$)` | Find substring position (0 = not found) |
|
| 372 |
+
| `INSTR(start$, s$, search$)` | Find substring starting from position start$ (0 = not found) |
|
| 373 |
+
| `INVERT(s$)` | Inverts a string |
|
| 374 |
+
| `LCASE(s$)` | Converts to lowercase |
|
| 375 |
+
| `LEFT(s$, n)` | First n characters |
|
| 376 |
+
| `LEN(s$)` | String length |
|
| 377 |
+
| `LTRIM(s$)` | Left trim |
|
| 378 |
+
| `MID(s$, start, len)` | Substring (1-based) len optional |
|
| 379 |
+
| `REPEAT(s$, n)` | Repeat s$ for n times |
|
| 380 |
+
| `REPLACE(s$, old$, new$)` | Replace all occurrences |
|
| 381 |
+
| `RIGHT(s$, n)` | Last n characters |
|
| 382 |
+
| `RTRIM(s$)` | Right trim |
|
| 383 |
+
| `SPLIT(arr$, s$, delim$)` | Split into array |
|
| 384 |
+
| `SRAND(n)` | Returns random string length of n from allowed chars (letters, numbers and "_") |
|
| 385 |
+
| `STR(n)` | Number to string |
|
| 386 |
+
| `TRIM(s$)` | Remove leading/trailing spaces |
|
| 387 |
+
| `UCASE(s$)` | Converts to uppercase |
|
| 388 |
+
| `VAL(s$)` | String to number |
|
| 389 |
+
|
| 390 |
+
### SPLIT example
|
| 391 |
+
```vb
|
| 392 |
+
DIM parts$
|
| 393 |
+
REM Split with ","
|
| 394 |
+
LET count$ = SPLIT(parts$, "apple,banana,orange", ",")
|
| 395 |
+
PRINT "Parts: "; count$
|
| 396 |
+
PRINT parts$(0) ' "apple"
|
| 397 |
+
PRINT parts$(1) ' "banana"
|
| 398 |
+
PRINT parts$(2) ' "orange"
|
| 399 |
+
```
|
| 400 |
+
---
|
| 401 |
+
|
| 402 |
+
## File I/O
|
| 403 |
+
|
| 404 |
+
```basic
|
| 405 |
+
' Simple text file
|
| 406 |
+
FileWrite "save.txt", data$
|
| 407 |
+
LET data$ = FileRead("save.txt")
|
| 408 |
+
|
| 409 |
+
' Array read/write (key=value format)
|
| 410 |
+
DIM a$
|
| 411 |
+
a$("name") = "player1"
|
| 412 |
+
a$("score") = 9999
|
| 413 |
+
FileWrite "scores.txt", a$
|
| 414 |
+
|
| 415 |
+
DIM b$
|
| 416 |
+
LET b$ = FileRead("scores.txt")
|
| 417 |
+
PRINT b$("name") ' Output: player1
|
| 418 |
+
```
|
| 419 |
+
|
| 420 |
+
**Array file format:**
|
| 421 |
+
```
|
| 422 |
+
name=player1
|
| 423 |
+
score=9999
|
| 424 |
+
multi,dim,key=value
|
| 425 |
+
```
|
| 426 |
+
|
| 427 |
+
| Function/Command | Description |
|
| 428 |
+
|---------|-------------|
|
| 429 |
+
| `FileRead(path)` | Read file; returns string or populates array |
|
| 430 |
+
| `FileWrite path, data` | Write string or array to file |
|
| 431 |
+
| `FileExists(path)` | Returns 1 if file exists, 0 if not |
|
| 432 |
+
| `FileDelete path` | Delete a file |
|
| 433 |
+
| `FileList(path$, arr$)` | List files in directory into array |
|
| 434 |
+
| `SHELL(cmd$)` | Run system command, returns output. Default 5000ms timeout |
|
| 435 |
+
| `SHELL(cmd$, timeout$)` | Run system command with custom timeout in milliseconds |
|
| 436 |
+
|
| 437 |
+
### FileRead into array: key=value and .env support
|
| 438 |
+
|
| 439 |
+
When `FileRead` assigns to a `DIM`'d array, BazzBasic automatically parses `key=value` lines into array elements. Lines starting with `#` are treated as comments and ignored.
|
| 440 |
+
|
| 441 |
+
```vb
|
| 442 |
+
' settings.txt contains:
|
| 443 |
+
' # Game config
|
| 444 |
+
' width=800
|
| 445 |
+
' height=600
|
| 446 |
+
|
| 447 |
+
DIM config$
|
| 448 |
+
LET config$ = FileRead("settings.txt")
|
| 449 |
+
PRINT config$("width") ' Output: 800
|
| 450 |
+
PRINT config$("height") ' Output: 600
|
| 451 |
+
```
|
| 452 |
+
|
| 453 |
+
This makes `.env` files work directly for storing API keys outside source code:
|
| 454 |
+
|
| 455 |
+
```vb
|
| 456 |
+
' .env contains:
|
| 457 |
+
' OPENAI_API_KEY=sk-proj-...
|
| 458 |
+
|
| 459 |
+
IF FileExists(".env") = 0 THEN
|
| 460 |
+
PRINT "Error: .env not found"
|
| 461 |
+
END
|
| 462 |
+
END IF
|
| 463 |
+
|
| 464 |
+
DIM env$
|
| 465 |
+
LET env$ = FileRead(".env")
|
| 466 |
+
LET API_KEY# = env$("OPENAI_API_KEY")
|
| 467 |
+
```
|
| 468 |
+
|
| 469 |
+
**Note:** Assigning `FileRead` to a regular variable (`LET data$`) always returns raw file contents as a plain string. Array parsing only happens when the target is a `DIM`'d array.
|
| 470 |
+
|
| 471 |
+
---
|
| 472 |
+
|
| 473 |
+
## Network (HTTP)
|
| 474 |
+
|
| 475 |
+
```basic
|
| 476 |
+
' Simple GET
|
| 477 |
+
LET response$ = HTTPGET("https://api.example.com/data")
|
| 478 |
+
|
| 479 |
+
' GET with custom headers
|
| 480 |
+
DIM headers$
|
| 481 |
+
headers$("Authorization") = "Bearer mytoken"
|
| 482 |
+
LET response$ = HTTPGET("https://api.example.com/data", headers$)
|
| 483 |
+
|
| 484 |
+
' Simple POST
|
| 485 |
+
LET result$ = HTTPPOST("https://api.example.com/post", "{""key"":""value""}")
|
| 486 |
+
|
| 487 |
+
' POST with custom headers
|
| 488 |
+
DIM headers$
|
| 489 |
+
headers$("Authorization") = "Bearer mytoken"
|
| 490 |
+
headers$("Content-Type") = "application/json"
|
| 491 |
+
LET result$ = HTTPPOST("https://api.example.com/post", body$, headers$)
|
| 492 |
+
```
|
| 493 |
+
|
| 494 |
+
- Returns response body as string
|
| 495 |
+
- Supports HTTPS
|
| 496 |
+
- Use `""` inside strings to escape quotes in JSON bodies
|
| 497 |
+
- Timeout handled gracefully - returns error message string on failure
|
| 498 |
+
- Optional `headers$` array parameter: pass any HTTP headers including Authorization, Content-Type, etc.
|
| 499 |
+
|
| 500 |
+
### HTTP + JSON API pattern
|
| 501 |
+
```vb
|
| 502 |
+
DIM headers$
|
| 503 |
+
headers$("Authorization") = "Bearer " + API_KEY#
|
| 504 |
+
headers$("Content-Type") = "application/json"
|
| 505 |
+
|
| 506 |
+
DIM body$
|
| 507 |
+
body$("model") = "gpt-4.1-mini"
|
| 508 |
+
body$("messages,0,role") = "user"
|
| 509 |
+
body$("messages,0,content") = "Hello"
|
| 510 |
+
body$("max_tokens") = 100
|
| 511 |
+
|
| 512 |
+
LET jsonBody$ = ASJSON(body$)
|
| 513 |
+
LET raw$ = HTTPPOST("https://api.openai.com/v1/chat/completions", jsonBody$, headers$)
|
| 514 |
+
|
| 515 |
+
DIM result$
|
| 516 |
+
LET count$ = ASARRAY(result$, raw$)
|
| 517 |
+
PRINT result$("choices,0,message,content") ' Output: the AI response text
|
| 518 |
+
```
|
| 519 |
+
|
| 520 |
+
### Encoding & Hashing
|
| 521 |
+
|
| 522 |
+
| Function | Description |
|
| 523 |
+
|----------|-------------|
|
| 524 |
+
| `BASE64ENCODE(s$)` | Encode string to Base64 |
|
| 525 |
+
| `BASE64DECODE(s$)` | Decode Base64 string |
|
| 526 |
+
| `SHA256(s$)` | Returns lowercase hex SHA256 hash |
|
| 527 |
+
|
| 528 |
+
```vb
|
| 529 |
+
LET encoded$ = BASE64ENCODE("Hello, World!")
|
| 530 |
+
PRINT encoded$ ' SGVsbG8sIFdvcmxkIQ==
|
| 531 |
+
|
| 532 |
+
LET decoded$ = BASE64DECODE(encoded$)
|
| 533 |
+
PRINT decoded$ ' Hello, World!
|
| 534 |
+
|
| 535 |
+
LET hash$ = SHA256("password123")
|
| 536 |
+
PRINT hash$ ' ef92b778... (64-char lowercase hex)
|
| 537 |
+
```
|
| 538 |
+
|
| 539 |
+
### JSON
|
| 540 |
+
BazzBasic arrays map naturally to JSON. Nested objects become comma-separated keys.
|
| 541 |
+
|
| 542 |
+
```vb
|
| 543 |
+
DIM data$
|
| 544 |
+
data$("name") = "Alice"
|
| 545 |
+
data$("score") = 9999
|
| 546 |
+
data$("address,city") = "New York"
|
| 547 |
+
data$("skills,0") = "JavaScript"
|
| 548 |
+
data$("skills,1") = "Python"
|
| 549 |
+
|
| 550 |
+
LET json$ = ASJSON(data$)
|
| 551 |
+
' Output: {"name":"Alice","score":9999,"address":{"city":"New York"},"skills":["JavaScript","Python"]}
|
| 552 |
+
|
| 553 |
+
DIM back$
|
| 554 |
+
LET count$ = ASARRAY(back$, json$)
|
| 555 |
+
PRINT back$("name") ' Output: Alice
|
| 556 |
+
PRINT back$("address,city") ' Output: New York
|
| 557 |
+
PRINT back$("skills,0") ' Output: JavaScript
|
| 558 |
+
|
| 559 |
+
SAVEJSON data$, "scores.json"
|
| 560 |
+
DIM loaded$
|
| 561 |
+
LOADJSON loaded$, "scores.json"
|
| 562 |
+
```
|
| 563 |
+
|
| 564 |
+
| Function | Description |
|
| 565 |
+
|----------|-------------|
|
| 566 |
+
| `ASJSON(arr$)` | Convert array to JSON string |
|
| 567 |
+
| `ASARRAY(arr$, json$)` | Fill array from JSON string, returns element count |
|
| 568 |
+
| `LOADJSON arr$, path$` | Load JSON file into array |
|
| 569 |
+
| `SAVEJSON arr$, path$` | Save array as formatted JSON file |
|
| 570 |
+
|
| 571 |
+
**Nested JSON key convention:** `object,key` and `array,index` (0-based)
|
| 572 |
+
|
| 573 |
+
---
|
| 574 |
+
|
| 575 |
+
## Sound (SDL2_mixer)
|
| 576 |
+
|
| 577 |
+
```basic
|
| 578 |
+
DIM bgm$
|
| 579 |
+
LET bgm$ = LOADSOUND("music.wav")
|
| 580 |
+
LET sfx$ = LOADSOUND("jump.wav")
|
| 581 |
+
|
| 582 |
+
SOUNDREPEAT(bgm$) ' Loop continuously
|
| 583 |
+
SOUNDONCE(sfx$) ' Play once
|
| 584 |
+
SOUNDSTOP(bgm$) ' Stop specific sound
|
| 585 |
+
SOUNDSTOPALL ' Stop all sounds
|
| 586 |
+
```
|
| 587 |
+
|
| 588 |
+
| Command | Description |
|
| 589 |
+
|---------|-------------|
|
| 590 |
+
| `LOADSOUND(path)` | Load sound file, returns ID |
|
| 591 |
+
| `SOUNDONCE(id$)` | Play once |
|
| 592 |
+
| `SOUNDREPEAT(id$)` | Loop continuously |
|
| 593 |
+
| `SOUNDSTOP(id$)` | Stop specific sound |
|
| 594 |
+
| `SOUNDSTOPALL` | Stop all sounds |
|
| 595 |
+
|
| 596 |
+
- Formats: WAV (recommended), MP3, others via SDL2_mixer
|
| 597 |
+
- Thread-safe, multiple simultaneous sounds supported
|
| 598 |
+
- Load sounds once at startup for performance
|
| 599 |
+
|
| 600 |
+
---
|
| 601 |
+
|
| 602 |
+
## Graphics (SDL2)
|
| 603 |
+
|
| 604 |
+
### Screen Setup
|
| 605 |
+
```basic
|
| 606 |
+
SCREEN 12 ' 640x480 VGA mode
|
| 607 |
+
SCREEN 0, 800, 600, "Title" ' Custom size with title
|
| 608 |
+
```
|
| 609 |
+
Modes: 0=640x400, 1=320x200, 2=640x350, 7=320x200, 9=640x350, 12=640x480, 13=320x200
|
| 610 |
+
|
| 611 |
+
### Fullscreen
|
| 612 |
+
```basic
|
| 613 |
+
FULLSCREEN TRUE ' Borderless fullscreen
|
| 614 |
+
FULLSCREEN FALSE ' Windowed mode
|
| 615 |
+
```
|
| 616 |
+
Call after `SCREEN`.
|
| 617 |
+
|
| 618 |
+
### VSync
|
| 619 |
+
```basic
|
| 620 |
+
VSYNC(TRUE) ' Enable (default) - caps to monitor refresh
|
| 621 |
+
VSYNC(FALSE) ' Disable - unlimited FPS, may tear
|
| 622 |
+
```
|
| 623 |
+
|
| 624 |
+
### Double Buffering (Required for Animation)
|
| 625 |
+
```basic
|
| 626 |
+
SCREENLOCK ON ' Start buffering
|
| 627 |
+
' ... draw commands ...
|
| 628 |
+
SCREENLOCK OFF ' Display frame
|
| 629 |
+
SLEEP 16 ' ~60 FPS
|
| 630 |
+
```
|
| 631 |
+
`SCREENLOCK` without argument = `SCREENLOCK ON`. Do math/logic outside SCREENLOCK block.
|
| 632 |
+
|
| 633 |
+
### Drawing Primitives
|
| 634 |
+
| Command | Description |
|
| 635 |
+
|---------|-------------|
|
| 636 |
+
| `PSET (x, y), color` | Draw pixel |
|
| 637 |
+
| `POINT(x, y)` | Read pixel color (returns RGB integer) |
|
| 638 |
+
| `LINE (x1,y1)-(x2,y2), color` | Draw line |
|
| 639 |
+
| `LINE (x1,y1)-(x2,y2), color, B` | Box outline |
|
| 640 |
+
| `LINE (x1,y1)-(x2,y2), color, BF` | Filled box (faster than CLS) |
|
| 641 |
+
| `CIRCLE (cx, cy), r, color` | Circle outline |
|
| 642 |
+
| `CIRCLE (cx, cy), r, color, 1` | Filled circle |
|
| 643 |
+
| `PAINT (x, y), fill, border` | Flood fill |
|
| 644 |
+
| `RGB(r, g, b)` | Create color (0-255 each) |
|
| 645 |
+
|
| 646 |
+
### Shape/Sprite System
|
| 647 |
+
```basic
|
| 648 |
+
DIM sprite$
|
| 649 |
+
sprite$ = LOADSHAPE("RECTANGLE", 50, 50, RGB(255,0,0)) ' Types: RECTANGLE, CIRCLE, TRIANGLE
|
| 650 |
+
sprite$ = LOADIMAGE("player.png") ' PNG (with alpha) or BMP
|
| 651 |
+
|
| 652 |
+
MOVESHAPE sprite$, x, y ' Position (top-left point)
|
| 653 |
+
ROTATESHAPE sprite$, angle ' Absolute degrees
|
| 654 |
+
SCALESHAPE sprite$, 1.5 ' 1.0 = original
|
| 655 |
+
SHOWSHAPE sprite$
|
| 656 |
+
HIDESHAPE sprite$
|
| 657 |
+
DRAWSHAPE sprite$ ' Render
|
| 658 |
+
REMOVESHAPE sprite$ ' Free memory
|
| 659 |
+
```
|
| 660 |
+
- PNG recommended (full alpha transparency 0-255), BMP for legacy
|
| 661 |
+
- Images positioned by their **top-left point**
|
| 662 |
+
- Rotation is absolute, not cumulative
|
| 663 |
+
- Always REMOVESHAPE when done to free memory
|
| 664 |
+
|
| 665 |
+
### LOADIMAGE with url
|
| 666 |
+
```vb
|
| 667 |
+
LET sprite$ = LOADIMAGE("https://example.com/sprite.png")
|
| 668 |
+
' ? downloads "sprite.png" to root of your program
|
| 669 |
+
' ? sprite$ works just as with normal file load
|
| 670 |
+
|
| 671 |
+
' to remove or move the downloaded file
|
| 672 |
+
SHELL("move sprite.png images\sprite.png") ' move to subfolder
|
| 673 |
+
' or
|
| 674 |
+
FileDelete "sprite.png" ' just delete it
|
| 675 |
+
```
|
| 676 |
+
|
| 677 |
+
### Sprite Sheets (LOADSHEET)
|
| 678 |
+
```basic
|
| 679 |
+
DIM sprites$
|
| 680 |
+
LOADSHEET sprites$, spriteW, spriteH, "sheet.png"
|
| 681 |
+
|
| 682 |
+
' Access sprites by 1-based index
|
| 683 |
+
MOVESHAPE sprites$(index$), x#, y#
|
| 684 |
+
DRAWSHAPE sprites$(index$)
|
| 685 |
+
```
|
| 686 |
+
- Sprites indexed left-to-right, top-to-bottom starting at 1
|
| 687 |
+
- All sprites must be same size (spriteW x spriteH)
|
| 688 |
+
|
| 689 |
+
### Mouse Input (Graphics Mode Only)
|
| 690 |
+
| Function | Description |
|
| 691 |
+
|----------|-------------|
|
| 692 |
+
| `MOUSEX` / `MOUSEY` | Cursor position |
|
| 693 |
+
| `MOUSEB` | Button state (bitmask, use `AND`) |
|
| 694 |
+
|
| 695 |
+
Button constants: `MOUSE_LEFT#`=1, `MOUSE_RIGHT#`=2, `MOUSE_MIDDLE#`=4
|
| 696 |
+
|
| 697 |
+
### Color Palette (0-15)
|
| 698 |
+
| 0 Black | 4 Red | 8 Dark Gray | 12 Light Red |
|
| 699 |
+
|---------|-------|-------------|--------------|
|
| 700 |
+
| 1 Blue | 5 Magenta | 9 Light Blue | 13 Light Magenta |
|
| 701 |
+
| 2 Green | 6 Brown | 10 Light Green | 14 Yellow |
|
| 702 |
+
| 3 Cyan | 7 Light Gray | 11 Light Cyan | 15 White |
|
| 703 |
+
|
| 704 |
+
### Performance Tips
|
| 705 |
+
1. Use `SCREENLOCK ON/OFF` for all animation
|
| 706 |
+
2. `LINE...BF` is faster than `CLS` for clearing
|
| 707 |
+
3. Store `RGB()` values in constants
|
| 708 |
+
4. REMOVESHAPE unused shapes
|
| 709 |
+
5. SLEEP 16 for ~60 FPS
|
| 710 |
+
6. Do math/logic outside SCREENLOCK block
|
| 711 |
+
|
| 712 |
+
---
|
| 713 |
+
|
| 714 |
+
## Built-in Constants
|
| 715 |
+
|
| 716 |
+
### Arrow Keys
|
| 717 |
+
| | | |
|
| 718 |
+
|---|---|---|
|
| 719 |
+
| `KEY_UP#` | `KEY_DOWN#` | `KEY_LEFT#` |
|
| 720 |
+
| `KEY_RIGHT#` | | |
|
| 721 |
+
|
| 722 |
+
### Special Keys
|
| 723 |
+
| | | |
|
| 724 |
+
|---|---|---|
|
| 725 |
+
| `KEY_ESC#` | `KEY_TAB#` | `KEY_BACKSPACE#` |
|
| 726 |
+
| `KEY_ENTER#` | `KEY_SPACE#` | `KEY_INSERT#` |
|
| 727 |
+
| `KEY_DELETE#` | `KEY_HOME#` | `KEY_END#` |
|
| 728 |
+
| `KEY_PGUP#` | `KEY_PGDN#` | |
|
| 729 |
+
|
| 730 |
+
### Modifier Keys
|
| 731 |
+
| | | |
|
| 732 |
+
|---|---|---|
|
| 733 |
+
| `KEY_LSHIFT#` | `KEY_RSHIFT#` | `KEY_LCTRL#` |
|
| 734 |
+
| `KEY_RCTRL#` | `KEY_LALT#` | `KEY_RALT#` |
|
| 735 |
+
| `KEY_LWIN#` | `KEY_RWIN#` | |
|
| 736 |
+
|
| 737 |
+
### Function Keys
|
| 738 |
+
| | | |
|
| 739 |
+
|---|---|---|
|
| 740 |
+
| `KEY_F1#` | `KEY_F2#` | `KEY_F3#` |
|
| 741 |
+
| `KEY_F4#` | `KEY_F5#` | `KEY_F6#` |
|
| 742 |
+
| `KEY_F7#` | `KEY_F8#` | `KEY_F9#` |
|
| 743 |
+
| `KEY_F10#` | `KEY_F11#` | `KEY_F12#` |
|
| 744 |
+
|
| 745 |
+
### Numpad Keys
|
| 746 |
+
| | | |
|
| 747 |
+
|---|---|---|
|
| 748 |
+
| `KEY_NUMPAD0#` | `KEY_NUMPAD1#` | `KEY_NUMPAD2#` |
|
| 749 |
+
| `KEY_NUMPAD3#` | `KEY_NUMPAD4#` | `KEY_NUMPAD5#` |
|
| 750 |
+
| `KEY_NUMPAD6#` | `KEY_NUMPAD7#` | `KEY_NUMPAD8#` |
|
| 751 |
+
| `KEY_NUMPAD9#` | | |
|
| 752 |
+
|
| 753 |
+
### Punctuation Keys
|
| 754 |
+
| | | |
|
| 755 |
+
|---|---|---|
|
| 756 |
+
| `KEY_COMMA#` | `KEY_DOT#` | `KEY_MINUS#` |
|
| 757 |
+
| `KEY_EQUALS#` | `KEY_SLASH#` | `KEY_BACKSLASH#` |
|
| 758 |
+
| `KEY_SEP#` | `KEY_GRAVE#` | `KEY_LBRACKET#` |
|
| 759 |
+
| `KEY_RBRACKET#` | | |
|
| 760 |
+
|
| 761 |
+
### Alphabet Keys
|
| 762 |
+
| | | |
|
| 763 |
+
|---|---|---|
|
| 764 |
+
| `KEY_A#` | `KEY_B#` | `KEY_C#` |
|
| 765 |
+
| `KEY_D#` | `KEY_E#` | `KEY_F#` |
|
| 766 |
+
| `KEY_G#` | `KEY_H#` | `KEY_I#` |
|
| 767 |
+
| `KEY_J#` | `KEY_K#` | `KEY_L#` |
|
| 768 |
+
| `KEY_M#` | `KEY_N#` | `KEY_O#` |
|
| 769 |
+
| `KEY_P#` | `KEY_Q#` | `KEY_R#` |
|
| 770 |
+
| `KEY_S#` | `KEY_T#` | `KEY_U#` |
|
| 771 |
+
| `KEY_V#` | `KEY_W#` | `KEY_X#` |
|
| 772 |
+
| `KEY_Y#` | `KEY_Z#` | |
|
| 773 |
+
|
| 774 |
+
### Number Keys
|
| 775 |
+
| | | |
|
| 776 |
+
|---|---|---|
|
| 777 |
+
| `KEY_0#` | `KEY_1#` | `KEY_2#` |
|
| 778 |
+
| `KEY_3#` | `KEY_4#` | `KEY_5#` |
|
| 779 |
+
| `KEY_6#` | `KEY_7#` | `KEY_8#` |
|
| 780 |
+
| `KEY_9#` | | |
|
| 781 |
+
|
| 782 |
+
### Mouse
|
| 783 |
+
```basic
|
| 784 |
+
MOUSE_LEFT# = 1, MOUSE_RIGHT# = 2, MOUSE_MIDDLE# = 4
|
| 785 |
+
```
|
| 786 |
+
|
| 787 |
+
### Logical
|
| 788 |
+
`TRUE` = 1, `FALSE` = 0
|
| 789 |
+
|
| 790 |
+
---
|
| 791 |
+
|
| 792 |
+
## TIME & TICKS
|
| 793 |
+
|
| 794 |
+
### TIME(format$)
|
| 795 |
+
Returns current date/time as a formatted string. Uses .NET DateTime format strings.
|
| 796 |
+
```vb
|
| 797 |
+
PRINT TIME() ' Default: "16:30:45"
|
| 798 |
+
PRINT TIME("HH:mm:ss") ' "16:30:45"
|
| 799 |
+
PRINT TIME("dd.MM.yyyy") ' "09.01.2026"
|
| 800 |
+
PRINT TIME("yyyy-MM-dd") ' "2026-01-09"
|
| 801 |
+
PRINT TIME("dddd") ' "Friday"
|
| 802 |
+
PRINT TIME("MMMM") ' "January"
|
| 803 |
+
PRINT TIME("dd MMMM yyyy") ' "09 January 2026"
|
| 804 |
+
PRINT TIME("HH:mm") ' "16:30"
|
| 805 |
+
```
|
| 806 |
+
|
| 807 |
+
**Common format codes:**
|
| 808 |
+
| Code | Description | Example |
|
| 809 |
+
|------|-------------|--------|
|
| 810 |
+
| HH | Hour (00-23) | 16 |
|
| 811 |
+
| mm | Minutes | 30 |
|
| 812 |
+
| ss | Seconds | 45 |
|
| 813 |
+
| dd | Day | 09 |
|
| 814 |
+
| MM | Month (number) | 01 |
|
| 815 |
+
| MMM | Month (short) | Jan |
|
| 816 |
+
| MMMM | Month (full) | January |
|
| 817 |
+
| yy | Year (2 digits) | 26 |
|
| 818 |
+
| yyyy | Year (4 digits) | 2026 |
|
| 819 |
+
| ddd | Weekday (short) | Fri |
|
| 820 |
+
| dddd | Weekday (full) | Friday |
|
| 821 |
+
|
| 822 |
+
|
| 823 |
+
### TICKS
|
| 824 |
+
Returns milliseconds elapsed since program started. Useful for timing, animations, and game loops.
|
| 825 |
+
```vb
|
| 826 |
+
LET start$ = TICKS
|
| 827 |
+
|
| 828 |
+
' Do some work
|
| 829 |
+
FOR i$ = 1 TO 10000
|
| 830 |
+
LET x$ = x$ + 1
|
| 831 |
+
NEXT
|
| 832 |
+
|
| 833 |
+
LET elapsed$ = TICKS - start$
|
| 834 |
+
PRINT "Time taken: "; elapsed$; " ms"
|
| 835 |
+
```
|
| 836 |
+
## Source Control
|
| 837 |
+
|
| 838 |
+
### INCLUDE
|
| 839 |
+
```basic
|
| 840 |
+
INCLUDE "other_file.bas" ' Insert source at this point
|
| 841 |
+
INCLUDE "MathLib.bb" ' Include compiled library
|
| 842 |
+
```
|
| 843 |
+
|
| 844 |
+
### Libraries (.bb files)
|
| 845 |
+
```basic
|
| 846 |
+
' MathLib.bas - can ONLY contain DEF FN functions
|
| 847 |
+
DEF FN add$(x$, y$)
|
| 848 |
+
RETURN x$ + y$
|
| 849 |
+
END DEF
|
| 850 |
+
```
|
| 851 |
+
Compile: `bazzbasic.exe -lib MathLib.bas` ? `MathLib.bb`
|
| 852 |
+
|
| 853 |
+
```basic
|
| 854 |
+
INCLUDE "MathLib.bb"
|
| 855 |
+
PRINT FN MATHLIB_add$(5, 3) ' Auto-prefix: FILENAME_ + functionName
|
| 856 |
+
```
|
| 857 |
+
- Libraries can only contain `DEF FN` functions
|
| 858 |
+
- Library functions can access main program constants (`#`)
|
| 859 |
+
- Version-locked: .bb may not work across BazzBasic versions
|
| 860 |
+
|
| 861 |
+
---
|
| 862 |
+
|
| 863 |
+
## Common Patterns
|
| 864 |
+
|
| 865 |
+
### Game Loop
|
| 866 |
+
```basic
|
| 867 |
+
SCREEN 12
|
| 868 |
+
LET running$ = TRUE
|
| 869 |
+
|
| 870 |
+
WHILE running$
|
| 871 |
+
LET key$ = INKEY
|
| 872 |
+
IF key$ = KEY_ESC# THEN running$ = FALSE
|
| 873 |
+
|
| 874 |
+
' Math and logic here
|
| 875 |
+
|
| 876 |
+
SCREENLOCK ON
|
| 877 |
+
LINE (0,0)-(640,480), 0, BF ' Fast clear
|
| 878 |
+
' Draw game state
|
| 879 |
+
SCREENLOCK OFF
|
| 880 |
+
SLEEP 16
|
| 881 |
+
WEND
|
| 882 |
+
END
|
| 883 |
+
```
|
| 884 |
+
|
| 885 |
+
### HTTP + Data
|
| 886 |
+
```basic
|
| 887 |
+
DIM response$
|
| 888 |
+
LET response$ = HTTPGET("https://api.example.com/scores")
|
| 889 |
+
PRINT response$
|
| 890 |
+
|
| 891 |
+
DIM payload$
|
| 892 |
+
LET payload$ = HTTPPOST("https://api.example.com/submit", "{""score"":9999}")
|
| 893 |
+
PRINT payload$
|
| 894 |
+
```
|
| 895 |
+
|
| 896 |
+
### Save/Load with Arrays
|
| 897 |
+
```basic
|
| 898 |
+
DIM save$
|
| 899 |
+
save$("level") = 3
|
| 900 |
+
save$("hp") = 80
|
| 901 |
+
FileWrite "save.txt", save$
|
| 902 |
+
|
| 903 |
+
DIM load$
|
| 904 |
+
LET load$ = FileRead("save.txt")
|
| 905 |
+
PRINT load$("level") ' Output: 3
|
| 906 |
+
```
|
| 907 |
+
|
| 908 |
+
## Arrays and JSON
|
| 909 |
+
|
| 910 |
+
BazzBasic arrays map naturally to JSON. Nested JSON objects and arrays become multi-dimensional keys using comma-separated indices.
|
| 911 |
+
|
| 912 |
+
### ASJSON
|
| 913 |
+
Converts a BazzBasic array to a JSON string:
|
| 914 |
+
```vb
|
| 915 |
+
DIM player$
|
| 916 |
+
player$("name") = "Alice"
|
| 917 |
+
player$("score") = 9999
|
| 918 |
+
player$("address,city") = "New York"
|
| 919 |
+
player$("skills,0") = "JavaScript"
|
| 920 |
+
player$("skills,1") = "Python"
|
| 921 |
+
|
| 922 |
+
LET json$ = ASJSON(player$)
|
| 923 |
+
PRINT json$
|
| 924 |
+
' Output: {"name":"Alice","score":9999,"address":{"city":"New York"},"skills":["JavaScript","Python"]}
|
| 925 |
+
```
|
| 926 |
+
|
| 927 |
+
### ASARRAY
|
| 928 |
+
Converts a JSON string into a BazzBasic array. Returns number of elements loaded:
|
| 929 |
+
```vb
|
| 930 |
+
DIM data$
|
| 931 |
+
LET count$ = ASARRAY(data$, "{""name"":""Bob"",""score"":42}")
|
| 932 |
+
|
| 933 |
+
PRINT data$("name") ' Output: Bob
|
| 934 |
+
PRINT data$("score") ' Output: 42
|
| 935 |
+
PRINT count$ ' Output: 2
|
| 936 |
+
```
|
| 937 |
+
|
| 938 |
+
Nested JSON becomes comma-separated keys:
|
| 939 |
+
```vb
|
| 940 |
+
DIM data$
|
| 941 |
+
LET json$ = "{""player"":{""name"":""Alice"",""hp"":100},""skills"":[""fire"",""ice""]}"
|
| 942 |
+
ASARRAY data$, json$
|
| 943 |
+
|
| 944 |
+
PRINT data$("player,name") ' Output: Alice
|
| 945 |
+
PRINT data$("player,hp") ' Output: 100
|
| 946 |
+
PRINT data$("skills,0") ' Output: fire
|
| 947 |
+
PRINT data$("skills,1") ' Output: ice
|
| 948 |
+
```
|
| 949 |
+
|
| 950 |
+
### LOADJSON
|
| 951 |
+
Loads a JSON file directly into an array:
|
| 952 |
+
```vb
|
| 953 |
+
DIM scores$
|
| 954 |
+
LOADJSON scores$, "highscores.json"
|
| 955 |
+
|
| 956 |
+
PRINT scores$("first,name") ' Output: depends on file contents
|
| 957 |
+
```
|
| 958 |
+
|
| 959 |
+
### SAVEJSON
|
| 960 |
+
Saves an array as a formatted JSON file:
|
| 961 |
+
```vb
|
| 962 |
+
DIM save$
|
| 963 |
+
save$("level") = 3
|
| 964 |
+
save$("hp") = 80
|
| 965 |
+
save$("position,x") = 100
|
| 966 |
+
save$("position,y") = 200
|
| 967 |
+
|
| 968 |
+
SAVEJSON save$, "savegame.json"
|
| 969 |
+
```
|
| 970 |
+
|
| 971 |
+
The resulting `savegame.json`:
|
| 972 |
+
```json
|
| 973 |
+
{
|
| 974 |
+
"level": 3,
|
| 975 |
+
"hp": 80,
|
| 976 |
+
"position": {
|
| 977 |
+
"x": 100,
|
| 978 |
+
"y": 200
|
| 979 |
+
}
|
| 980 |
+
}
|
| 981 |
+
```
|
| 982 |
+
|
| 983 |
+
### Practical example: HTTP API + JSON
|
| 984 |
+
```vb
|
| 985 |
+
DIM response$
|
| 986 |
+
LET raw$ = HTTPGET("https://api.example.com/user/1")
|
| 987 |
+
ASARRAY response$, raw$
|
| 988 |
+
|
| 989 |
+
PRINT "Name: "; response$("name")
|
| 990 |
+
PRINT "Email: "; response$("email")
|
| 991 |
+
```
|
| 992 |
+
|
| 993 |
+
### Sound with Graphics
|
| 994 |
+
```basic
|
| 995 |
+
SCREEN 12
|
| 996 |
+
LET bgm$ = LOADSOUND("music.wav")
|
| 997 |
+
LET sfx$ = LOADSOUND("jump.wav")
|
| 998 |
+
SOUNDREPEAT(bgm$)
|
| 999 |
+
|
| 1000 |
+
WHILE INKEY <> KEY_ESC#
|
| 1001 |
+
IF INKEY = KEY_SPACE# THEN SOUNDONCE(sfx$)
|
| 1002 |
+
SLEEP 16
|
| 1003 |
+
WEND
|
| 1004 |
+
SOUNDSTOPALL
|
| 1005 |
+
END
|
| 1006 |
+
```
|
| 1007 |
+
|
| 1008 |
+
---
|
| 1009 |
+
|
| 1010 |
+
## Code Style Conventions
|
| 1011 |
+
|
| 1012 |
+
**Variables** - `camelCase$`
|
| 1013 |
+
```basic
|
| 1014 |
+
LET playerName$ = "Hero"
|
| 1015 |
+
LET score$ = 0
|
| 1016 |
+
```
|
| 1017 |
+
|
| 1018 |
+
**Constants** - `UPPER_SNAKE_CASE#`
|
| 1019 |
+
```basic
|
| 1020 |
+
LET MAX_HEALTH# = 100
|
| 1021 |
+
LET SCREEN_W# = 640
|
| 1022 |
+
```
|
| 1023 |
+
|
| 1024 |
+
**Arrays** - `camelCase$` (like variables, declared with DIM)
|
| 1025 |
+
```basic
|
| 1026 |
+
DIM scores$
|
| 1027 |
+
DIM playerData$
|
| 1028 |
+
```
|
| 1029 |
+
|
| 1030 |
+
**User-defined functions** - `PascalCase$`
|
| 1031 |
+
```basic
|
| 1032 |
+
DEF FN CalculateDamage$(attack$, defence$)
|
| 1033 |
+
DEF FN IsColliding$(x$, y$)
|
| 1034 |
+
```
|
| 1035 |
+
|
| 1036 |
+
**Labels** - descriptive names, `[sub:]` prefix recommended for subroutines
|
| 1037 |
+
```basic
|
| 1038 |
+
[sub:DrawPlayer] ' Subroutine
|
| 1039 |
+
[gameLoop] ' Jump target
|
| 1040 |
+
```
|
| 1041 |
+
|
| 1042 |
+
## Program Structure
|
| 1043 |
+
|
| 1044 |
+
1. Constants first
|
| 1045 |
+
2. User-defined functions
|
| 1046 |
+
3. Init
|
| 1047 |
+
4. Main program loop
|
| 1048 |
+
5. Subroutines (labels) last
|
| 1049 |
+
|
| 1050 |
+
```basic
|
| 1051 |
+
' -- 1. CONSTANTS ----------------------------
|
| 1052 |
+
' or INCLUDE as "constants.bas" etc
|
| 1053 |
+
|
| 1054 |
+
LET SCREEN_W# = 640
|
| 1055 |
+
LET SCREEN_H# = 480
|
| 1056 |
+
LET MAX_SPEED# = 5
|
| 1057 |
+
|
| 1058 |
+
' -- 2. FUNCTIONS ----------------------------
|
| 1059 |
+
' or INCLUDE as "functions.bas" etc
|
| 1060 |
+
DEF FN Clamp$(val$, lo$, hi$)
|
| 1061 |
+
IF val$ < lo$ THEN RETURN lo$
|
| 1062 |
+
IF val$ > hi$ THEN RETURN hi$
|
| 1063 |
+
RETURN val$
|
| 1064 |
+
END DEF
|
| 1065 |
+
|
| 1066 |
+
' -- 3. INIT ---------------------------------
|
| 1067 |
+
' or INCLUDE as "inits.bas" etc
|
| 1068 |
+
' IMPORTANT:
|
| 1069 |
+
' Avoid declaring variables outside INIT if speed matters.
|
| 1070 |
+
' If done inside [main] or [subs], Bazzbasic has to check the existence of the variable in each call.
|
| 1071 |
+
|
| 1072 |
+
[inits]
|
| 1073 |
+
SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game"
|
| 1074 |
+
LET x$ = 100
|
| 1075 |
+
LET y$ = 100
|
| 1076 |
+
LET running$ = TRUE
|
| 1077 |
+
|
| 1078 |
+
' -- 4. MAIN LOOP ----------------------------
|
| 1079 |
+
[main]
|
| 1080 |
+
WHILE running$
|
| 1081 |
+
IF INKEY = KEY_ESC# THEN running$ = FALSE
|
| 1082 |
+
GOSUB [sub:update]
|
| 1083 |
+
GOSUB [sub:draw]
|
| 1084 |
+
SLEEP 16
|
| 1085 |
+
WEND
|
| 1086 |
+
END
|
| 1087 |
+
|
| 1088 |
+
' -- 5. SUBROUTINES --------------------------
|
| 1089 |
+
' or INCLUDE as "subs.bas" etc
|
| 1090 |
+
|
| 1091 |
+
[sub:update]
|
| 1092 |
+
IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED#
|
| 1093 |
+
IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
|
| 1094 |
+
RETURN
|
| 1095 |
+
|
| 1096 |
+
[sub:draw]
|
| 1097 |
+
SCREENLOCK ON
|
| 1098 |
+
LINE (0,0)-(SCREEN_W#, SCREEN_H#), 0, BF
|
| 1099 |
+
CIRCLE (x$, y$), 10, RGB(0,255,0), 1
|
| 1100 |
+
SCREENLOCK OFF
|
| 1101 |
+
RETURN
|
| 1102 |
+
```
|
| 1103 |
+
|
| 1104 |
+
### Images and sounds
|
| 1105 |
+
When ever there is no reason to change the ID reference of image/sound, we should use constants.
|
| 1106 |
+
|
| 1107 |
+
```basic
|
| 1108 |
+
LET MY_IMAGE# = LOADIMAGE("temp.bmp") ' Correct
|
| 1109 |
+
LET myImage$# = LOADIMAGE("temp.bmp") ' Wrong
|
| 1110 |
+
```
|
| 1111 |
+
|
| 1112 |
+
To change image of enemy during the game
|
| 1113 |
+
```basic
|
| 1114 |
+
LET ENEMY1# = LOADIMAGE("enemy1.bmp")
|
| 1115 |
+
LET ENEMY2# = LOADIMAGE("enemy2.bmp")
|
| 1116 |
+
|
| 1117 |
+
' begin of game
|
| 1118 |
+
LET curEnemy$ = ENEMY1#
|
| 1119 |
+
|
| 1120 |
+
' after Enemy1 has died
|
| 1121 |
+
curEnemy$ = ENEMY2#
|
| 1122 |
+
```
|
| 1123 |
+
|
| 1124 |
+
### Collect
|
| 1125 |
+
Collect data of same types, characters etc. inside of array if amount of variables starts to pile up.
|
| 1126 |
+
|
| 1127 |
+
```basic
|
| 1128 |
+
' while this breaks the idea of making images constants, it helps by packing all images to same array
|
| 1129 |
+
' notice also how I intent even DIM
|
| 1130 |
+
DIM enemyImages$
|
| 1131 |
+
enemyImages$("enemy1") = LOADIMAGE("enemy1.bmp")
|
| 1132 |
+
enemyImages$("enemy2") = LOADIMAGE("enemy2.bmp")
|
| 1133 |
+
|
| 1134 |
+
DIM levelSprites$
|
| 1135 |
+
levelSprites$("floor") = LOADIMAGE("floor.png")
|
| 1136 |
+
levelSprites$("table") = LOADIMAGE("table.png")
|
| 1137 |
+
```
|