--- name: bazzbasic 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:** 1.3 | **Author:** Kristian Virtanen (EkBass) | **Platform:** Windows x64 **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 --- ## ⚠️ Critical Rules — Read First | Rule | Detail | |------|--------| | Variables end with `$` | `name$`, `score$`, `x$` | | Constants end with `#` | `MAX#`, `PI#`, `TITLE#` | | 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` | | Functions defined **before** they are called | Put at top or INCLUDE | | 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$()` | | Arrays **cannot** be passed to functions directly | Pass individual elements, or serialize to JSON string — see *Passing Arrays to Functions* section | | Case-insensitive | `PRINT`, `print`, `Print` all work | | `+` operator does both add and concatenate | `"Hi" + " " + name$` | | Division always returns float | `10 / 3` → `3.333...` | --- ## 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. ## STORY Although over the years, as my own skills have grown, I have moved on to more versatile and modern languages, BASIC has always been something that has been fun to try out many different things with. Sometimes it's great to just make a simple adventure game again, a lottery machine, a quiz, or even just those balls bouncing on the screen. BazzBasic was created with this in mind. I wanted to create a language that makes it easy for you to give free rein to your curiosity and program something. And when you finish your first little game, you may crave something bigger and better. Maybe one day you will move on to another programming language, but then BazzBasic will have succeeded in doing what it was intended for. To arouse your curiosity. ## Variables & Constants ```basic LET a$ ' Declare without value LET name$ = "Alice" ' String variable LET score$ = 0 ' Numeric variable LET x$, y$, z$ = 10 ' Multiple declaration LET PI# = 3.14159 ' Constant (immutable) LET TITLE# = "My Game" ' String constant ``` **Compound assignment operators** (variables only — **not** allowed with `#` constants): ```basic x$ += 5 ' add x$ -= 3 ' subtract x$ *= 2 ' multiply x$ /= 4 ' divide s$ += " World" ' string concatenation ``` **Scope:** All main-code variables share one scope (even inside IF blocks). `DEF FN` functions are fully isolated — only global constants (`#`) accessible inside. **Comparison:** `"123" = 123` is TRUE (cross-type), but keep types consistent for speed. ### Built-in Constants - **Boolean:** `TRUE`, `FALSE` - **Math:** `PI#`, `HPI#` (π/2 = 90°), `QPI#` (π/4 = 45°), `TAU#` (2π = 360°), `EULER#` (e) — `#` suffix required - **System:** `PRG_ROOT#` (program base directory path) - **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_LSHIFT#`, `KEY_LCTRL#`, etc. --- ## Arrays ```basic DIM scores$ ' Declare (required before use) DIM a$, b$, c$ ' Multiple scores$(0) = 95 ' Numeric index (0-based) scores$("name") = "Alice" ' String key (associative) matrix$(0, 1) = "A2" ' Multi-dimensional ``` | Function/Command | Description | |-----------------|-------------| | `LEN(arr$())` | Total element count (note empty parens) | | `ROWCOUNT(arr$())` | Count of first-dimension rows — use this for FOR loops over multi-dim arrays | | `HASKEY(arr$(key))` | 1 if exists, 0 if not | | `DELKEY arr$(key)` | Remove one element | | `DELARRAY arr$` | Remove entire array (can re-DIM after) | | `JOIN dest$, src1$, src2$` | Merge two arrays; `src2$` keys overwrite `src1$`. Use empty `src1$` as `COPYARRAY`. | **Always check with `HASKEY` before reading uninitialized elements.** --- ## 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 (GOTO/GOSUB only) 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 [main] [sub:init] LET x$ = 0 RETURN ' Dynamic jump (variable must contain "[label]" with brackets) LET target$ = "[menu]" GOTO target$ ' Other SLEEP 2000 ' Pause ms END ' Terminate program ``` --- ## I/O | Command | Description | |---------|-------------| | `PRINT expr; expr` | `;` = no space, `,` = tab | | `PRINT "text";` | Trailing `;` suppresses newline | | `INPUT "prompt", var$` | Splits on whitespace/comma | | `INPUT "prompt", a$, b$` | Multiple values | | `LINE INPUT "prompt", var$` | Read entire line with spaces | | `CLS` | Clear screen | | `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 (0–15 palette) | | `SHELL("cmd")` | Run shell command, returns output | | `SHELL("cmd", ms)` | With timeout in ms (default 5000) | **Escape sequences in strings:** `\"` `\n` `\t` `\\` ### 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 | ### Mouse (graphics mode only) `MOUSEX`, `MOUSEY` — cursor position `MOUSELEFT`, `MOUSERIGHT`, `MOUSEMIDDLE` — 1 if pressed, 0 otherwise ### Console Read `GETCONSOLE(row, col, type)` — type: 0=char (ASCII), 1=fg color, 2=bg color --- ## User-Defined Functions ```basic ' Define BEFORE calling. Name must end with $. DEF FN Clamp$(val$, lo$, hi$) IF val$ < lo$ THEN RETURN lo$ IF val$ > hi$ THEN RETURN hi$ RETURN val$ END DEF PRINT FN Clamp$(5, 1, 10) ' ✓ OK — return value used LET v$ = FN Clamp$(15, 0, 10) ' ✓ OK FN Clamp$(5, 1, 10) ' ✗ ERROR — return value unused ``` - Isolated scope: no access to global variables, only global constants (`#`) - Parameters passed **by value** - Labels inside functions are local — GOTO/GOSUB cannot jump outside - Supports recursion - Arrays as parameters not allowed. Use ASJSON to make array as JSON-string to pass it. - Use `INCLUDE` to load functions from separate files if many --- ## String Functions | Function | Description | |----------|-------------| | `ASC(s$)` | ASCII code of first char | | `CHR(n)` | Character from ASCII code | | `INSTR(s$, search$)` | Position (1-based), 0=not found; case-sensitive by default | | `INSTR(s$, search$, mode)` | mode: 0=case-insensitive, 1=case-sensitive | | `INSTR(start, s$, search$)` | Search from position (case-sensitive) | | `INVERT(s$)` | 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$)` | Split into array, returns count | | `SRAND(n)` | Random alphanumeric string of length n | | `STR(n)` | Number to string | | `VAL(s$)` | String to number | | `SHA256(s$)` | SHA256 hash (64-char hex) | | `BASE64ENCODE(s$)` / `BASE64DECODE(s$)` | Base64 encode/decode | --- ## Math Functions | Function | Description | |----------|-------------| | `ABS(n)` | Absolute value | | `ATAN(n)` | Arc tangent | | `BETWEEN(n, min, max)` | TRUE if min ≤ n ≤ max | | `CEIL(n)` / `FLOOR(n)` | Round up / down | | `CINT(n)` | Round to nearest integer | | `CLAMP(n, min, max)` | Constrain n to [min, max] | | `COS(n)` / `SIN(n)` / `TAN(n)` | Trig (radians) | | `DEG(rad)` / `RAD(deg)` | Radians ↔ degrees | | `DISTANCE(x1,y1, x2,y2)` | 2D Euclidean distance | | `DISTANCE(x1,y1,z1, x2,y2,z2)` | 3D Euclidean distance | | `EXP(n)` | e^n | | `INT(n)` | Truncate toward zero | | `LERP(start, end, t)` | Linear interpolation (t: 0.0–1.0) | | `LOG(n)` | Natural logarithm | | `MAX(a, b)` / `MIN(a, b)` | Larger / smaller of two | | `MOD(a, b)` | Remainder | | `POW(base, exp)` | Power | | `RND(n)` | Random integer 0 to n-1 | | `ROUND(n)` | Standard rounding | | `SGN(n)` | Sign: -1, 0, or 1 | | `SQR(n)` | Square root | **Math constants:** `PI#`, `HPI#` (PI/2), `QPI#` (PI/4), `TAU#` (PI*2), `EULER#` --- ## Graphics ```basic SCREEN 12 ' 640×480 VGA (recommended) SCREEN 0, 800, 600 ' Custom size SCREEN 0, 1024, 768, "My Game" ' Custom size + title FULLSCREEN TRUE ' Borderless fullscreen (graphics only) FULLSCREEN FALSE ' Windowed ``` | Mode | Resolution | |------|-----------| | 1 | 320×200 | | 2 | 640×350 | | 7 | 320×200 | | 9 | 640×350 | | 12 | 640×480 ← recommended | | 13 | 320×200 | ### Drawing Primitives ```basic PSET (x, y), color ' Pixel LINE (x1,y1)-(x2,y2), color ' Line LINE (x1,y1)-(x2,y2), color, B ' Box outline LINE (x1,y1)-(x2,y2), color, BF ' Box filled (FAST — use instead of CLS) CIRCLE (cx,cy), radius, color ' Circle outline CIRCLE (cx,cy), radius, color, 1 ' Circle filled PAINT (x, y), fillColor, borderColor ' Flood fill LET c$ = POINT(x, y) ' Read pixel color LET col$ = RGB(r, g, b) ' Create color (0–255 each) ``` **Color palette (COLOR command, 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 ' Buffer drawing (start frame) SCREENLOCK OFF ' Present buffer (end frame) VSYNC(TRUE) ' Enable VSync (default, ~60 FPS) VSYNC(FALSE) ' Disable VSync (benchmarking) CLS ' Clear screen (slow — prefer LINE BF) ``` ### Shapes & Images ```basic ' Create shape ' LOADSHAPE and LOADIMAGE return a stable integer handle — never reassigned. ' SDL2 owns the resource; your code only ever holds this one reference. Use constants. 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 1-based DIM sprites$ LOADSHEET sprites$, 128, 128, "sheet.png" ' tileW, tileH, file MOVESHAPE sprites$(1), x, y ' sprites$(1) = first sprite ' Transform MOVESHAPE RECT#, x, y ' Position by center point ROTATESHAPE RECT#, angle ' Degrees (absolute) SCALESHAPE RECT#, scale ' 1.0 = original size DRAWSHAPE RECT# ' Render to buffer SHOWSHAPE RECT# / HIDESHAPE RECT# ' Toggle visibility REMOVESHAPE RECT# ' Free memory (always clean up) ``` --- ### Text Rendering (SDL2_ttf.dll required) #### DRAWSTRING & LOADFONT ```basic ' Default font (Arial) DRAWSTRING "Hello!", 100, 200, RGB(255, 255, 255) ' Load alternative font — becomes the new default LOADFONT "comic.ttf", 24 DRAWSTRING "Hello!", 100, 200, RGB(255, 255, 255) ' Reset to Arial LOADFONT ``` `DRAWSTRING x, y` positions the top-left of the text. Requires `SDL2_ttf.dll` in the same directory as the interpreter. Prefer this over PRINT, which makes graphic screen easily blinking. --- ## Sound ```basic ' LOADSOUND returns a stable integer handle — SDL2 manages the resource. ' The handle never changes; store it in a constant to protect it from accidental reassignment. LET SND_JUMP# = LOADSOUND("jump.wav") ' Load (WAV recommended) SOUNDONCE(SND_JUMP#) ' Play once, non-blocking SOUNDONCEWAIT(SND_JUMP#) ' Play once, wait for finish SOUNDREPEAT(SND_JUMP#) ' Loop continuously SOUNDSTOP(SND_JUMP#) ' Stop specific sound SOUNDSTOPALL ' Stop all sounds ``` Load all sounds at startup. Call `SOUNDSTOPALL` before `END`. --- ## File I/O ```basic LET data$ = FileRead("file.txt") ' Read as string DIM cfg$ : LET cfg$ = FileRead("settings.txt") ' Read as key=value array FileWrite "save.txt", data$ ' Create/overwrite FileAppend "log.txt", entry$ ' Append LET ok$ = FileExists("file.txt") ' 1=exists, 0=not FileDelete "temp.dat" ' Delete file ``` **key=value parsing:** When `FileRead` assigns to a `DIM`'d array, lines `key=value` become `arr$("key")`. Lines starting with `#` are comments. Perfect for `.env` files. ```basic DIM env$ LET env$ = FileRead(".env") LET API_KEY# = env$("OPENAI_API_KEY") ``` **Paths:** Use `/` or `\\` — never single `\` (it's an escape char). Relative paths are from `PRG_ROOT#`. **FileWrite with array** saves in key=value format (round-trips with FileRead). --- ## Network ```basic LET res$ = HTTPGET("https://api.example.com/data") LET res$ = HTTPPOST("https://api.example.com/submit", "{""key"":""val""}") ' With headers (optional last parameter) 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$, headers$) ``` --- ## Arrays & JSON Nested JSON maps to comma-separated keys: `data$("player,name")`, `data$("skills,0")` ```basic ' Array → JSON string LET json$ = ASJSON(arr$) ' JSON string → array (returns element count) DIM data$ LET count$ = ASARRAY(data$, json$) ' Load/save JSON files LOADJSON arr$, "file.json" SAVEJSON arr$, "file.json" ``` --- ## Fast Trigonometry ~20× faster than `SIN(RAD(x))`, 1-degree precision. Uses ~5.6 KB memory. ```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 ``` Use for raycasting, sprite rotation, particle systems, any high-freq trig. --- ## Command-Line Arguments ```basic ' bazzbasic.exe myprog.bas arg1 arg2 PRINT ARGCOUNT ' number of args (2 in this example) PRINT ARGS(0) ' first arg → "arg1" PRINT ARGS(1) ' second arg → "arg2" ``` `ARGCOUNT` and `ARGS(n)` are 0-based; ARGS 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$(5, 3) ``` Library functions can read main-program constants (`#`). `.bb` files are version-locked. --- ## Passing Arrays to Functions Arrays cannot be passed directly to `DEF FN` functions, but a clean workaround exists using JSON serialization. Convert the array to a JSON string with `ASJSON`, pass the string as a parameter, then deserialize inside the function with `ASARRAY`. This is the accepted pattern in BazzBasic v1.2+. ```basic DEF FN ProcessPlayer$(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$) END ``` **Notes:** - The function receives a full independent copy — changes inside do not affect the original array - Nested keys work normally: `arr$("address,city")` etc. - Overhead is similar to copying an array manually; acceptable for most use cases --- ## Program Structure ```basic ' ---- 1. FUNCTIONS (or INCLUDE "functions.bas") ---- 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, not inside loops) ---- ' Performance: variables declared outside loops avoid repeated existence checks. [inits] LET SCREEN_W# = 640 LET SCREEN_H# = 480 LET MAX_SPEED# = 5 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] SLEEP 16 WEND SOUNDSTOPALL END ' ---- 4. SUBROUTINES (or INCLUDE "subs.bas") ---- [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, RGB(0, 255, 0), 1 SCREENLOCK OFF RETURN ``` **Key conventions:** - Variables: `camelCase$` | Constants: `UPPER_SNAKE_CASE#` | Functions: `PascalCase$` - Labels: `[gameLoop]` for jump targets, `[sub:name]` for subroutines - Image/sound/shape IDs are stable integer handles — **always** store as constants: `LET MY_IMG# = LOADIMAGE("x.png")` — never use `$` variables for these - Group many IDs → use arrays: `DIM sprites$` / `sprites$("player") = LOADIMAGE(...)` — but prefer named constants when count is small --- ## Performance Tips - `LINE (0,0)-(W,H), 0, BF` to clear — much faster than `CLS` - Always wrap draw code in `SCREENLOCK ON` / `SCREENLOCK OFF` - Store `RGB()` results in constants/variables — don't call RGB in hot loops - Declare all variables in `[inits]`, not inside loops or subroutines - Use `FastTrig` for any loop calling trig hundreds of times per frame - `SLEEP 16` in game loop → ~60 FPS --- ## IDE Features (v1.3) ### New File Template When the IDE opens with no file (or a new file), this template is auto-inserted: ```basic ' BazzBasic version 1.3 ' https://ekbass.github.io/BazzBasic/ ``` ### Beginner's Guide - **IDE:** Menu → **Help** → **Beginner's Guide** — opens `https://github.com/EkBass/BazzBasic-Beginners-Guide/releases` in default browser - **CLI:** `bazzbasic.exe -guide` or `bazzbasic.exe -help` — prints URL to terminal ### Check for Updates - **IDE:** Menu → **Help** → **Check for updated...** — IDE reports if a newer version is available - **CLI:** `bazzbasic.exe -checkupdate` ### Compile via IDE - **Menu → Run → Compile as Exe** — compiles open file to standalone `.exe` (auto-saves first) - **Menu → Run → Compile as Library (.bb)** — compiles open file as reusable `.bb` library (auto-saves first)