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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
+
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+ Version: This guide is written for BazzBasic version 1.1d and is updated 26.03.2026 Finnish time.
12
+
13
+ # END METADATA
14
+
15
+ ---
16
+
17
+ # BazzBasic Language Reference
18
+ **Version:** 1.1b (March 2026) | **Author:** Kristian Virtanen (EkBass) | **Platform:** Windows x64
19
+ **GitHub:** https://github.com/EkBass/BazzBasic
20
+ **Manual:** https://ekbass.github.io/BazzBasic/manual/#/
21
+ **Examples:** https://github.com/EkBass/BazzBasic/tree/main/Examples
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+ **Rosetta Code:** https://rosettacode.org/wiki/Category:BazzBasic
23
+
24
+
25
+ ---
26
+
27
+ ## ⚠️ Critical Rules — Read First
28
+
29
+ | Rule | Detail |
30
+ |------|--------|
31
+ | Variables end with `$` | `name$`, `score$`, `x$` |
32
+ | Constants end with `#` | `MAX#`, `PI#`, `TITLE#` |
33
+ | Arrays declared with `DIM`, end with `$` | `DIM items$` |
34
+ | First use of variable requires `LET` | `LET x$ = 0` — after that `x$ = x$ + 1` |
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+ | FOR and INPUT auto-declare, no LET needed | `FOR i$ = 1 TO 10` |
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+ | Functions defined **before** they are called | Put at top or INCLUDE |
37
+ | Function name ends with `$`, called with `FN` | `FN MyFunc$(a$, b$)` |
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+ | Function return value **must** be used | `PRINT FN f$()` or `LET v$ = FN f$()` |
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+ | Arrays **cannot** be passed to functions | Pass individual elements by value |
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+ | Case-insensitive | `PRINT`, `print`, `Print` all work |
41
+ | `+` operator does both add and concatenate | `"Hi" + " " + name$` |
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+ | Division always returns float | `10 / 3` → `3.333...` |
43
+
44
+ ---
45
+
46
+
47
+ ## ABOUT
48
+ BazzBasic is built around one simple idea: starting programming should feel nice and even fun.
49
+
50
+ Ease of learning, comfort of exploration and small but important moments of success.
51
+
52
+ Just like the classic BASICs of decades past, but with a fresh and modern feel.
53
+
54
+ ## STORY
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+ 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.
56
+
57
+ 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.
58
+
59
+ BazzBasic was created with this in mind.
60
+
61
+ I wanted to create a language that makes it easy for you to give free rein to your curiosity and program something.
62
+
63
+ And when you finish your first little game, you may crave something bigger and better.
64
+
65
+ Maybe one day you will move on to another programming language, but then BazzBasic will have succeeded in doing what it was intended for.
66
+
67
+ To arouse your curiosity.
68
+
69
+ ## Variables & Constants
70
+
71
+ ```basic
72
+ LET a$ ' Declare without value
73
+ LET name$ = "Alice" ' String variable
74
+ LET score$ = 0 ' Numeric variable
75
+ LET x$, y$, z$ = 10 ' Multiple declaration
76
+ LET PI# = 3.14159 ' Constant (immutable)
77
+ LET TITLE# = "My Game" ' String constant
78
+ ```
79
+
80
+ **Scope:** All main-code variables share one scope (even inside IF blocks).
81
+ `DEF FN` functions are fully isolated — only global constants (`#`) accessible inside.
82
+
83
+ **Comparison:** `"123" = 123` is TRUE (cross-type), but keep types consistent for speed.
84
+
85
+ ### Built-in Constants
86
+ - **Boolean:** `TRUE`, `FALSE`
87
+ - **Math:** `PI`, `HPI` (π/2 = 90°), `QPI` (π/4 = 45°), `TAU` (2π = 360°), `EULER` (e)
88
+ - **System:** `ROOT#` (program base directory path)
89
+ - **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.
90
+
91
+ ---
92
+
93
+ ## Arrays
94
+
95
+ ```basic
96
+ DIM scores$ ' Declare (required before use)
97
+ DIM a$, b$, c$ ' Multiple
98
+ scores$(0) = 95 ' Numeric index (0-based)
99
+ scores$("name") = "Alice" ' String key (associative)
100
+ matrix$(0, 1) = "A2" ' Multi-dimensional
101
+ ```
102
+
103
+ | Function/Command | Description |
104
+ |-----------------|-------------|
105
+ | `LEN(arr$())` | Element count (note empty parens) |
106
+ | `HASKEY(arr$(key))` | 1 if exists, 0 if not |
107
+ | `DELKEY arr$(key)` | Remove one element |
108
+ | `DELARRAY arr$` | Remove entire array (can re-DIM after) |
109
+
110
+ **Always check with `HASKEY` before reading uninitialized elements.**
111
+
112
+ ---
113
+
114
+ ## Control Flow
115
+
116
+ ```basic
117
+ ' Block IF
118
+ IF score$ >= 90 THEN
119
+ PRINT "A"
120
+ ELSEIF score$ >= 80 THEN
121
+ PRINT "B"
122
+ ELSE
123
+ PRINT "F"
124
+ END IF ' ENDIF also works
125
+
126
+ ' One-line IF (GOTO/GOSUB only)
127
+ IF lives$ = 0 THEN GOTO [game_over]
128
+ IF key$ = KEY_ESC# THEN GOTO [menu] ELSE GOTO [play]
129
+
130
+ ' FOR (auto-declares variable)
131
+ FOR i$ = 1 TO 10 STEP 2 : PRINT i$ : NEXT
132
+ FOR i$ = 10 TO 1 STEP -1 : PRINT i$ : NEXT
133
+
134
+ ' WHILE
135
+ WHILE x$ < 100 : x$ = x$ * 2 : WEND
136
+
137
+ ' Labels, GOTO, GOSUB
138
+ [start]
139
+ GOSUB [sub:init]
140
+ GOTO [main]
141
+
142
+ [sub:init]
143
+ LET x$ = 0
144
+ RETURN
145
+
146
+ ' Dynamic jump (variable must contain "[label]" with brackets)
147
+ LET target$ = "[menu]"
148
+ GOTO target$
149
+
150
+ ' Other
151
+ SLEEP 2000 ' Pause ms
152
+ END ' Terminate program
153
+ ```
154
+
155
+ ---
156
+
157
+ ## I/O
158
+
159
+ | Command | Description |
160
+ |---------|-------------|
161
+ | `PRINT expr; expr` | `;` = no space, `,` = tab |
162
+ | `PRINT "text";` | Trailing `;` suppresses newline |
163
+ | `INPUT "prompt", var$` | Splits on whitespace/comma |
164
+ | `INPUT "prompt", a$, b$` | Multiple values |
165
+ | `LINE INPUT "prompt", var$` | Read entire line with spaces |
166
+ | `CLS` | Clear screen |
167
+ | `LOCATE row, col` | Move cursor (1-based) |
168
+ | `COLOR fg, bg` | Text colors (0–15 palette) |
169
+ | `SHELL("cmd")` | Run shell command, returns output |
170
+ | `SHELL("cmd", ms)` | With timeout in ms (default 5000) |
171
+
172
+ **Escape sequences in strings:** `\"` `\n` `\t` `\\`
173
+
174
+ ### Keyboard Input
175
+ | Function | Returns | Notes |
176
+ |----------|---------|-------|
177
+ | `INKEY` | Key value or 0 | Non-blocking |
178
+ | `KEYDOWN(key#)` | TRUE/FALSE | Held-key detection; **graphics mode only** |
179
+ | `WAITKEY(key#, ...)` | Key value | Blocks until key pressed; `WAITKEY()` = any key |
180
+
181
+ ### Mouse (graphics mode only)
182
+ `MOUSEX`, `MOUSEY` — cursor position
183
+ `MOUSELEFT`, `MOUSERIGHT`, `MOUSEMIDDLE` — 1 if pressed, 0 otherwise
184
+
185
+ ### Console Read
186
+ `GETCONSOLE(row, col, type)` — type: 0=char (ASCII), 1=fg color, 2=bg color
187
+
188
+ ---
189
+
190
+ ## User-Defined Functions
191
+
192
+ ```basic
193
+ ' Define BEFORE calling. Name must end with $.
194
+ DEF FN Clamp$(val$, lo$, hi$)
195
+ IF val$ < lo$ THEN RETURN lo$
196
+ IF val$ > hi$ THEN RETURN hi$
197
+ RETURN val$
198
+ END DEF
199
+
200
+ PRINT FN Clamp$(5, 1, 10) ' ✓ OK — return value used
201
+ LET v$ = FN Clamp$(15, 0, 10) ' ✓ OK
202
+ FN Clamp$(5, 1, 10) ' ✗ ERROR — return value unused
203
+ ```
204
+
205
+ - Isolated scope: no access to global variables, only global constants (`#`)
206
+ - Parameters passed **by value**
207
+ - Labels inside functions are local — GOTO/GOSUB cannot jump outside
208
+ - Supports recursion
209
+ - Use `INCLUDE` to load functions from separate files if many
210
+
211
+ ---
212
+
213
+ ## String Functions
214
+
215
+ | Function | Description |
216
+ |----------|-------------|
217
+ | `ASC(s$)` | ASCII code of first char |
218
+ | `CHR(n)` | Character from ASCII code |
219
+ | `INSTR(s$, search$)` | Position (1-based), 0=not found |
220
+ | `INSTR(start, s$, search$)` | Search from position |
221
+ | `INVERT(s$)` | Reverse string |
222
+ | `LCASE(s$)` / `UCASE(s$)` | Lower / upper case |
223
+ | `LEFT(s$, n)` / `RIGHT(s$, n)` | First/last n chars |
224
+ | `LEN(s$)` | String length |
225
+ | `LTRIM(s$)` / `RTRIM(s$)` / `TRIM(s$)` | Strip whitespace |
226
+ | `MID(s$, start)` | Substring from start (1-based) |
227
+ | `MID(s$, start, len)` | Substring with length |
228
+ | `REPEAT(s$, n)` | Repeat string n times |
229
+ | `REPLACE(s$, a$, b$)` | Replace a$ with b$ in s$ |
230
+ | `SPLIT(arr$, s$, sep$)` | Split into array, returns count |
231
+ | `SRAND(n)` | Random alphanumeric string of length n |
232
+ | `STR(n)` | Number to string |
233
+ | `VAL(s$)` | String to number |
234
+ | `SHA256(s$)` | SHA256 hash (64-char hex) |
235
+ | `BASE64ENCODE(s$)` / `BASE64DECODE(s$)` | Base64 encode/decode |
236
+
237
+ ---
238
+
239
+ ## Math Functions
240
+
241
+ | Function | Description |
242
+ |----------|-------------|
243
+ | `ABS(n)` | Absolute value |
244
+ | `ATAN(n)` | Arc tangent |
245
+ | `BETWEEN(n, min, max)` | TRUE if min ≤ n ≤ max |
246
+ | `CEIL(n)` / `FLOOR(n)` | Round up / down |
247
+ | `CINT(n)` | Round to nearest integer |
248
+ | `CLAMP(n, min, max)` | Constrain n to [min, max] |
249
+ | `COS(n)` / `SIN(n)` / `TAN(n)` | Trig (radians) |
250
+ | `DEG(rad)` / `RAD(deg)` | Radians ↔ degrees |
251
+ | `DISTANCE(x1,y1, x2,y2)` | 2D Euclidean distance |
252
+ | `DISTANCE(x1,y1,z1, x2,y2,z2)` | 3D Euclidean distance |
253
+ | `EXP(n)` | e^n |
254
+ | `INT(n)` | Truncate toward zero |
255
+ | `LERP(start, end, t)` | Linear interpolation (t: 0.0–1.0) |
256
+ | `LOG(n)` | Natural logarithm |
257
+ | `MAX(a, b)` / `MIN(a, b)` | Larger / smaller of two |
258
+ | `MOD(a, b)` | Remainder |
259
+ | `POW(base, exp)` | Power |
260
+ | `RND(n)` | Random integer 0 to n-1 |
261
+ | `ROUND(n)` | Standard rounding |
262
+ | `SGN(n)` | Sign: -1, 0, or 1 |
263
+ | `SQR(n)` | Square root |
264
+
265
+ **Math constants:** `PI`, `HPI` (PI/2), `QPI` (PI/4), `TAU` (PI*2), `EULER`
266
+
267
+ ---
268
+
269
+ ## Graphics
270
+
271
+ ```basic
272
+ SCREEN 12 ' 640×480 VGA (recommended)
273
+ SCREEN 0, 800, 600 ' Custom size
274
+ SCREEN 0, 1024, 768, "My Game" ' Custom size + title
275
+ FULLSCREEN TRUE ' Borderless fullscreen (graphics only)
276
+ FULLSCREEN FALSE ' Windowed
277
+ ```
278
+
279
+ | Mode | Resolution |
280
+ |------|-----------|
281
+ | 1 | 320×200 |
282
+ | 2 | 640×350 |
283
+ | 7 | 320×200 |
284
+ | 9 | 640×350 |
285
+ | 12 | 640×480 ← recommended |
286
+ | 13 | 320×200 |
287
+
288
+ ### Drawing Primitives
289
+ ```basic
290
+ PSET (x, y), color ' Pixel
291
+ LINE (x1,y1)-(x2,y2), color ' Line
292
+ LINE (x1,y1)-(x2,y2), color, B ' Box outline
293
+ LINE (x1,y1)-(x2,y2), color, BF ' Box filled (FAST — use instead of CLS)
294
+ CIRCLE (cx,cy), radius, color ' Circle outline
295
+ CIRCLE (cx,cy), radius, color, 1 ' Circle filled
296
+ PAINT (x, y), fillColor, borderColor ' Flood fill
297
+ LET c$ = POINT(x, y) ' Read pixel color
298
+ LET col$ = RGB(r, g, b) ' Create color (0–255 each)
299
+ ```
300
+
301
+ **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
302
+
303
+ ### Screen Control
304
+ ```basic
305
+ SCREENLOCK ON ' Buffer drawing (start frame)
306
+ SCREENLOCK OFF ' Present buffer (end frame)
307
+ VSYNC(TRUE) ' Enable VSync (default, ~60 FPS)
308
+ VSYNC(FALSE) ' Disable VSync (benchmarking)
309
+ CLS ' Clear screen (slow — prefer LINE BF)
310
+ ```
311
+
312
+ ### Shapes & Images
313
+ ```basic
314
+ ' Create shape
315
+ LET id$ = LOADSHAPE("RECTANGLE", w, h, color) ' or "CIRCLE", "TRIANGLE"
316
+ LET img$ = LOADIMAGE("player.png") ' PNG (alpha) or BMP
317
+ LET img$ = LOADIMAGE("https://example.com/a.png") ' Download + load
318
+
319
+ ' Sprite sheet — sprites indexed 1-based
320
+ DIM sprites$
321
+ LOADSHEET sprites$, 128, 128, "sheet.png" ' tileW, tileH, file
322
+ MOVESHAPE sprites$(1), x, y ' sprites$(1) = first sprite
323
+
324
+ ' Transform
325
+ MOVESHAPE id$, x, y ' Position by center point
326
+ ROTATESHAPE id$, angle ' Degrees (absolute)
327
+ SCALESHAPE id$, scale ' 1.0 = original size
328
+ DRAWSHAPE id$ ' Render to buffer
329
+ SHOWSHAPE id$ / HIDESHAPE id$ ' Toggle visibility
330
+ REMOVESHAPE id$ ' Free memory (always clean up)
331
+ ```
332
+
333
+ ---
334
+
335
+ ## Sound
336
+
337
+ ```basic
338
+ LET snd$ = LOADSOUND("jump.wav") ' Load (WAV recommended)
339
+ SOUNDONCE(snd$) ' Play once, non-blocking
340
+ SOUNDONCEWAIT(snd$) ' Play once, wait for finish
341
+ SOUNDREPEAT(snd$) ' Loop continuously
342
+ SOUNDSTOP(snd$) ' Stop specific sound
343
+ SOUNDSTOPALL ' Stop all sounds
344
+ ```
345
+
346
+ Load all sounds at startup. Call `SOUNDSTOPALL` before `END`.
347
+
348
+ ---
349
+
350
+ ## File I/O
351
+
352
+ ```basic
353
+ LET data$ = FileRead("file.txt") ' Read as string
354
+ DIM cfg$ : LET cfg$ = FileRead("settings.txt") ' Read as key=value array
355
+ FileWrite "save.txt", data$ ' Create/overwrite
356
+ FileAppend "log.txt", entry$ ' Append
357
+ LET ok$ = FileExists("file.txt") ' 1=exists, 0=not
358
+ FileDelete "temp.dat" ' Delete file
359
+ ```
360
+
361
+ **key=value parsing:** When `FileRead` assigns to a `DIM`'d array, lines `key=value` become `arr$("key")`. Lines starting with `#` are comments. Perfect for `.env` files.
362
+
363
+ ```basic
364
+ DIM env$
365
+ LET env$ = FileRead(".env")
366
+ LET API_KEY# = env$("OPENAI_API_KEY")
367
+ ```
368
+
369
+ **Paths:** Use `/` or `\\` — never single `\` (it's an escape char). Relative paths are from `ROOT#`.
370
+ **FileWrite with array** saves in key=value format (round-trips with FileRead).
371
+
372
+ ---
373
+
374
+ ## Network
375
+
376
+ ```basic
377
+ LET res$ = HTTPGET("https://api.example.com/data")
378
+ LET res$ = HTTPPOST("https://api.example.com/submit", "{""key"":""val""}")
379
+
380
+ ' With headers (optional last parameter)
381
+ DIM headers$
382
+ headers$("Authorization") = "Bearer mytoken"
383
+ headers$("Content-Type") = "application/json"
384
+ LET res$ = HTTPGET("https://api.example.com/data", headers$)
385
+ LET res$ = HTTPPOST("https://api.example.com/data", body$, headers$)
386
+ ```
387
+
388
+ ---
389
+
390
+ ## Arrays & JSON
391
+
392
+ Nested JSON maps to comma-separated keys: `data$("player,name")`, `data$("skills,0")`
393
+
394
+ ```basic
395
+ ' Array → JSON string
396
+ LET json$ = ASJSON(arr$)
397
+
398
+ ' JSON string → array (returns element count)
399
+ DIM data$
400
+ LET count$ = ASARRAY(data$, json$)
401
+
402
+ ' Load/save JSON files
403
+ LOADJSON arr$, "file.json"
404
+ SAVEJSON arr$, "file.json"
405
+ ```
406
+
407
+ ---
408
+
409
+ ## Fast Trigonometry
410
+
411
+ ~20× faster than `SIN(RAD(x))`, 1-degree precision. Uses ~5.6 KB memory.
412
+
413
+ ```basic
414
+ FastTrig(TRUE) ' Enable lookup tables (must call first)
415
+ LET x$ = FastCos(45) ' Degrees, auto-normalized 0–359
416
+ LET y$ = FastSin(90)
417
+ LET r$ = FastRad(180) ' Deg→rad (no FastTrig needed)
418
+ FastTrig(FALSE) ' Free memory
419
+ ```
420
+
421
+ Use for raycasting, sprite rotation, particle systems, any high-freq trig.
422
+
423
+ ---
424
+
425
+ ## Libraries & INCLUDE
426
+
427
+ ```basic
428
+ INCLUDE "helpers.bas" ' Insert source at this point
429
+ INCLUDE "MathLib.bb" ' Load compiled library
430
+
431
+ ' Compile library (functions only — no loose code)
432
+ ' bazzbasic.exe -lib MathLib.bas → MathLib.bb
433
+ ' Function names auto-prefixed: MATHLIB_functionname$
434
+ PRINT FN MATHLIB_add$(5, 3)
435
+ ```
436
+
437
+ Library functions can read main-program constants (`#`). `.bb` files are version-locked.
438
+
439
+ ---
440
+
441
+ ## Program Structure
442
+
443
+ ```basic
444
+ ' ---- 1. CONSTANTS (or INCLUDE "constants.bas") ----
445
+ LET SCREEN_W# = 640
446
+ LET SCREEN_H# = 480
447
+ LET MAX_SPEED# = 5
448
+
449
+ ' ---- 2. FUNCTIONS (or INCLUDE "functions.bas") ----
450
+ DEF FN Clamp$(v$, lo$, hi$)
451
+ IF v$ < lo$ THEN RETURN lo$
452
+ IF v$ > hi$ THEN RETURN hi$
453
+ RETURN v$
454
+ END DEF
455
+
456
+ ' ---- 3. INIT (declare ALL variables here, not inside loops) ----
457
+ ' Performance: variables declared outside loops avoid repeated existence checks.
458
+ [inits]
459
+ SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game"
460
+ LET x$ = 320
461
+ LET y$ = 240
462
+ LET running$ = TRUE
463
+
464
+ ' ---- 4. MAIN LOOP ----
465
+ [main]
466
+ WHILE running$
467
+ IF INKEY = KEY_ESC# THEN running$ = FALSE
468
+ GOSUB [sub:update]
469
+ GOSUB [sub:draw]
470
+ SLEEP 16
471
+ WEND
472
+ SOUNDSTOPALL
473
+ END
474
+
475
+ ' ---- 5. SUBROUTINES (or INCLUDE "subs.bas") ----
476
+ [sub:update]
477
+ IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED#
478
+ IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
479
+ RETURN
480
+
481
+ [sub:draw]
482
+ SCREENLOCK ON
483
+ LINE (0,0)-(SCREEN_W#, SCREEN_H#), 0, BF
484
+ CIRCLE (x$, y$), 10, RGB(0, 255, 0), 1
485
+ SCREENLOCK OFF
486
+ RETURN
487
+ ```
488
+
489
+ **Key conventions:**
490
+ - Variables: `camelCase$` | Constants: `UPPER_SNAKE_CASE#` | Functions: `PascalCase$`
491
+ - Labels: `[gameLoop]` for jump targets, `[sub:name]` for subroutines
492
+ - Image/sound IDs that never change → use constants: `LET MY_IMG# = LOADIMAGE("x.png")`
493
+ - Group many image/sound IDs → use arrays: `DIM sprites$` / `sprites$("player") = LOADIMAGE(...)`
494
+
495
+ ---
496
+
497
+ ## Performance Tips
498
+
499
+ - `LINE (0,0)-(W,H), 0, BF` to clear — much faster than `CLS`
500
+ - Always wrap draw code in `SCREENLOCK ON` / `SCREENLOCK OFF`
501
+ - Store `RGB()` results in constants/variables — don't call RGB in hot loops
502
+ - Declare all variables in `[inits]`, not inside loops or subroutines
503
+ - Use `FastTrig` for any loop calling trig hundreds of times per frame
504
+ - `SLEEP 16` in game loop → ~60 FPS