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1
+ ---
2
+ name: bazzbasic
3
+ 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."
4
+ ---
5
+
6
+ # BazzBasic Language Reference
7
+ **Version:** 1.3b | **Author:** Kristian Virtanen (EkBass) | **Platform:** Windows x64
8
+ **Homepage:** https://ekbass.github.io/BazzBasic/
9
+ **GitHub:** https://github.com/EkBass/BazzBasic
10
+ **Manual:** https://ekbass.github.io/BazzBasic/manual/#/
11
+ **Examples:** https://github.com/EkBass/BazzBasic/tree/main/Examples
12
+ **Rosetta Code:** https://rosettacode.org/wiki/Category:BazzBasic
13
+ **Rosetta Code solutions:** https://github.com/EkBass/BazzBasic/tree/main/Examples/rosetta-code
14
+ **BazzBasic-AI-Guide:** https://huggingface.co/datasets/EkBass/BazzBasic_AI_Guide
15
+ **BazzBasic Beginner's Guide:** https://github.com/EkBass/BazzBasic-Beginners-Guide/releases
16
+ **Communities:** https://ekbass.github.io/BazzBasic/communities.html
17
+
18
+ ---
19
+
20
+ ## ⚠️ Critical Rules — Read First
21
+
22
+ | Rule | Detail |
23
+ |------|--------|
24
+ | Variables end with `$` | `name$`, `score$`, `x$` |
25
+ | Constants end with `#` | `MAX#`, `PI#`, `TITLE#` |
26
+ | Arrays declared with `DIM`, end with `$` | `DIM items$` |
27
+ | First use of variable requires `LET` | `LET x$ = 0` — after that `x$ = x$ + 1` |
28
+ | FOR and INPUT auto-declare, no LET needed | `FOR i$ = 1 TO 10` |
29
+ | Functions defined **before** they are called | Put at top or INCLUDE |
30
+ | Function name ends with `$`, called with `FN` | `FN MyFunc$(a$, b$)` |
31
+ | Function return value **must** be used | `PRINT FN f$()` or `LET v$ = FN f$()` |
32
+ | Arrays **cannot** be passed to functions directly | Pass individual elements, or serialize to JSON string — see *Passing Arrays to Functions* section |
33
+ | Case-insensitive | `PRINT`, `print`, `Print` all work |
34
+ | `+` operator does both add and concatenate | `"Hi" + " " + name$` |
35
+ | Division always returns float | `10 / 3` → `3.333...` |
36
+
37
+ ---
38
+
39
+
40
+ ## ABOUT
41
+ 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.
42
+
43
+ ### What people have built with it
44
+
45
+ BazzBasic is built for beginners, but it isn't a toy. It can carry real 2D games and even 2.5D graphics work.
46
+
47
+ - https://github.com/EkBass/BazzBasic/blob/main/Examples/Voxel_terrain.bas
48
+ A Comanche-style heightmap renderer with procedurally generated terrain. Eight smoothing passes turn random noise into hills, valleys, water, beaches, forests, rock, and snow — each assigned a color by height band.
49
+ - https://github.com/EkBass/BazzBasic/blob/main/Examples/Raycaster_3d_optimized.bas
50
+ A smooth first-person raycaster engine written entirely in BazzBasic. Minimap, depth shading and real-time movement — proves that BazzBasic can handle serious graphics work.
51
+ - https://ek-bass.itch.io/rgb-vision
52
+ A speedrun platformer made for Jam for All BASIC Dialects #7 (itch.io).
53
+ - https://github.com/EkBass/BazzBasic/blob/main/Examples/2D_maze_FOV_demo_console.bas
54
+ 2D maze with FOV in your console
55
+ - https://ek-bass.itch.io/eliza-bazzbasic-edition
56
+ A classic DOCTOR script from the 60s which made people honestly believe they are talking to a real human. Grandmother of modern AIs.
57
+ - https://github.com/EkBass/BazzBasic/blob/main/Examples/rosetta-code/BrainFuck.bas
58
+ BrainFuck interpreter. One of the first programs ever done with BazzBasic.
59
+ - https://github.com/EkBass/BazzBasic/blob/main/Examples/Anthropic_Claude_API_call.bas & https://github.com/EkBass/BazzBasic/blob/main/Examples/OpenAI_request.bas
60
+ Anthropic Claude API and OpenAI ChatGPT API available, both with less than 50 lines of code.
61
+
62
+ ### STORY
63
+ 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.
64
+ To arouse your curiosity.
65
+ *EkBass*, author of BazzBasic
66
+
67
+ ---
68
+
69
+ ## Case sensitivity
70
+ BazzBasic is not case-sensitive except with string contents.
71
+ ```basic
72
+ let blaa$ = "Hello"
73
+ PriNT BLAA$ ' output: Hello
74
+ ```
75
+
76
+ ---
77
+
78
+ ## Variables & Constants
79
+ Variables and constants must be declared with LET before they can be used.
80
+ BazzBasic variables are not typed, but work the same way as in JavaScript, for example.
81
+ A variable needs the suffix $ which often is linked as STRING in traditional basic variants.
82
+ ```basic
83
+ LET a$ ' Declare without value
84
+ LET b$, c$, d$ ' Multiple declarations without value
85
+ LET e$, f$ = "foo", g$ = 10 ' Multiple declaration, e$ stays empty, f$ and g$ gets values
86
+
87
+ LET name$ = "Alice" ' String variable
88
+ LET score$ = 0 ' Numeric variable
89
+
90
+ LET PI# = 3.14159 ' Constant (immutable)
91
+ LET TITLE# = "My Game" ' String constant
92
+ ```
93
+
94
+ **Compound assignment operators** (variables only — **not** allowed with `#` constants):
95
+
96
+ ```basic
97
+ x$ += 5 ' add
98
+ x$ -= 3 ' subtract
99
+ x$ *= 2 ' multiply
100
+ x$ /= 4 ' divide
101
+ s$ += " World" ' string concatenation
102
+ ```
103
+
104
+ **Scope:** All main-code variables share one scope (even inside IF blocks).
105
+ `DEF FN` functions are fully isolated — only global constants (`#`) accessible inside.
106
+
107
+ **Comparison:** `"123" = 123` is TRUE (cross-type), but keep types consistent for speed.
108
+
109
+ ---
110
+
111
+ ### Built-in Constants
112
+ - **Boolean:** `TRUE`, `FALSE`
113
+ - **Math:** `PI#`, `HPI#` (π/2 = 90°), `QPI#` (π/4 = 45°), `TAU#` (2π = 360°), `EULER#` (e) — `#` suffix required
114
+ - **System:** `PRG_ROOT#` (program base directory path)
115
+ - **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.
116
+
117
+ ---
118
+
119
+ ## Arrays
120
+ BazzBasic arrays are fully dynamic and support numeric, string, or mixed indexing.
121
+
122
+ ```basic
123
+ DIM scores$ ' Declare (required before use)
124
+ DIM a$, b$, c$ ' Multiple
125
+ scores$(0) = 95 ' Numeric index (0-based)
126
+ scores$("name") = "Alice" ' String key (associative)
127
+ matrix$(0, 1) = "A2" ' Multi-dimensional
128
+
129
+ DIM sounds$
130
+ sounds$("guns", "shotgun_shoot") = "shoot_shotgun.wav"
131
+ sounds$("guns", "shotgun_reload") = "reload_shotgun.wav"
132
+ sounds$("guns", "ak47_shoot") = "shoot_ak47.wav"
133
+ sounds$("guns", "ak47_reload") = "reload_ak47.wav"
134
+ sounds$("food", "ham_eat") = "eat_ham.wav"
135
+ ```
136
+
137
+ | Function/Command | Description |
138
+ |-----------------|-------------|
139
+ | `LEN(arr$())` | Total element count (note empty parens) |
140
+ | `ROWCOUNT(arr$())` | Count of first-dimension rows — use this for FOR loops over multi-dim arrays |
141
+ | `HASKEY(arr$(key))` | 1 if exists, 0 if not |
142
+ | `DELKEY arr$(key)` | Remove one element |
143
+ | `DELARRAY arr$` | Remove entire array (can re-DIM after) |
144
+ | `JOIN dest$, src1$, src2$` | Merge two arrays; `src2$` keys overwrite `src1$`. Use empty `src1$` as `COPYARRAY`. |
145
+
146
+ **Always check with `HASKEY` before reading uninitialized elements.**
147
+
148
+ ---
149
+
150
+ ## Control Flow
151
+
152
+ ```basic
153
+ ' Block IF
154
+ IF score$ >= 90 THEN
155
+ PRINT "A"
156
+ ELSEIF score$ >= 80 THEN
157
+ PRINT "B"
158
+ ELSE
159
+ PRINT "F"
160
+ END IF ' ENDIF also works
161
+
162
+ ' One-line IF (GOTO/GOSUB only)
163
+ IF lives$ = 0 THEN GOTO [game_over]
164
+ IF key$ = KEY_ESC# THEN GOTO [menu] ELSE GOTO [play]
165
+
166
+ ' FOR (auto-declares variable)
167
+ FOR i$ = 1 TO 10 STEP 2 : PRINT i$ : NEXT
168
+ FOR i$ = 10 TO 1 STEP -1 : PRINT i$ : NEXT
169
+
170
+ ' WHILE
171
+ WHILE x$ < 100 : x$ = x$ * 2 : WEND
172
+
173
+ ' Labels, GOTO, GOSUB
174
+ [start]
175
+ GOSUB [sub:init]
176
+ GOTO [main]
177
+
178
+ [sub:init]
179
+ LET x$ = 0
180
+ RETURN
181
+
182
+ ' Dynamic jump (variable must contain "[label]" with brackets)
183
+ LET target$ = "[menu]"
184
+ GOTO target$
185
+
186
+ ' Other
187
+ SLEEP 2000 ' Pause ms
188
+ END ' Terminate program
189
+ ```
190
+
191
+ ---
192
+
193
+ ## I/O
194
+
195
+ | Command | Description |
196
+ |---------|-------------|
197
+ | `PRINT expr; expr` | `;` = no space, `,` = tab |
198
+ | `PRINT "text";` | Trailing `;` suppresses newline |
199
+ | `INPUT "prompt", var$` | Splits on whitespace/comma |
200
+ | `INPUT "prompt", a$, b$` | Multiple values |
201
+ | `LINE INPUT "prompt", var$` | Read entire line with spaces |
202
+ | `CLS` | Clear screen |
203
+ | `LOCATE row, col` | Move cursor (1-based) |
204
+ | `CURPOS("row")` / `CURPOS("col")` | Read cursor row or col (1-based, matches LOCATE) |
205
+ | `CURPOS()` | Read cursor as `"row,col"` string |
206
+ | `COLOR fg, bg` | Text colors (0–15 palette) |
207
+ | `SHELL("cmd")` | Run shell command, returns output |
208
+ | `SHELL("cmd", ms)` | With timeout in ms (default 5000) |
209
+
210
+ **Escape sequences in strings:** `\"` `\n` `\t` `\\`
211
+
212
+ ### Keyboard Input
213
+ | Function | Returns | Notes |
214
+ |----------|---------|-------|
215
+ | `INKEY` | Key value or 0 | Non-blocking |
216
+ | `KEYDOWN(key#)` | TRUE/FALSE | Held-key detection; **graphics mode only** |
217
+ | `WAITKEY(key#, ...)` | Key value | Blocks until key pressed; `WAITKEY()` = any key |
218
+
219
+ ### Mouse (graphics mode only)
220
+ `MOUSEX`, `MOUSEY` — cursor position
221
+ `MOUSELEFT` - `MOUSERIGHT`, `MOUSEMIDDLE` — 1 if pressed, 0 otherwise
222
+ `MOUSEHIDE` — hide the mouse cursor (graphics screen only)
223
+ `MOUSESHOW` — restore the mouse cursor (graphics screen only)
224
+
225
+ ### Console Read
226
+ `GETCONSOLE(row, col, type)` — type: 0=char (ASCII), 1=fg color, 2=bg color
227
+
228
+ ---
229
+
230
+ ## User-Defined Functions
231
+
232
+ ```basic
233
+ ' Define BEFORE calling. Name must end with $.
234
+ DEF FN Clamp$(val$, lo$, hi$)
235
+ IF val$ < lo$ THEN RETURN lo$
236
+ IF val$ > hi$ THEN RETURN hi$
237
+ RETURN val$
238
+ END DEF
239
+
240
+ PRINT FN Clamp$(5, 1, 10) ' ✓ OK — return value used
241
+ LET v$ = FN Clamp$(15, 0, 10) ' ✓ OK
242
+ FN Clamp$(5, 1, 10) ' ✗ ERROR — return value unused
243
+ ```
244
+
245
+ - Isolated scope: no access to global variables, only global constants (`#`)
246
+ - Parameters passed **by value**
247
+ - Labels inside functions are local — GOTO/GOSUB cannot jump outside
248
+ - Supports recursion
249
+ - Arrays as parameters not allowed. Use ASJSON to make array as JSON-string to pass it.
250
+ - Use `INCLUDE` to load functions from separate files if many
251
+
252
+ ---
253
+
254
+ ## String Functions
255
+
256
+ | Function | Description |
257
+ |----------|-------------|
258
+ | `ASC(s$)` | ASCII code of first char |
259
+ | `CHR(n)` | Character from ASCII code |
260
+ | `INSTR(s$, search$)` | Position (1-based), 0=not found; case-sensitive by default |
261
+ | `INSTR(s$, search$, mode)` | mode: 0=case-insensitive, 1=case-sensitive |
262
+ | `INSTR(start, s$, search$)` | Search from position (case-sensitive) |
263
+ | `INVERT(s$)` | Reverse string |
264
+ | `LCASE(s$)` / `UCASE(s$)` | Lower / upper case |
265
+ | `LEFT(s$, n)` / `RIGHT(s$, n)` | First/last n chars |
266
+ | `LEN(s$)` | String length |
267
+ | `LTRIM(s$)` / `RTRIM(s$)` / `TRIM(s$)` | Strip whitespace |
268
+ | `MID(s$, start)` | Substring from start (1-based) |
269
+ | `MID(s$, start, len)` | Substring with length |
270
+ | `REPEAT(s$, n)` | Repeat string n times |
271
+ | `REPLACE(s$, a$, b$)` | Replace a$ with b$ in s$ |
272
+ | `SPLIT(arr$, s$, sep$)` | Split into array, returns count |
273
+ | `SRAND(n)` | Random alphanumeric string of length n |
274
+ | `STR(n)` | Number to string |
275
+ | `VAL(s$)` | String to number |
276
+ | `SHA256(s$)` | SHA256 hash (64-char hex) |
277
+ | `BASE64ENCODE(s$)` / `BASE64DECODE(s$)` | Base64 encode/decode |
278
+
279
+ ---
280
+
281
+ ## Math Functions
282
+
283
+ | Function | Description |
284
+ |----------|-------------|
285
+ | `ABS(n)` | Absolute value |
286
+ | `ATAN(n)` | Arc tangent |
287
+ | `ATAN2(n, n2)` | Returns the angle, in radians, between the positive x-axis and a vector to the point with the given (x, y) coordinates in the Cartesian plane |
288
+ | `BETWEEN(n, min, max)` | TRUE if min ≤ n ≤ max |
289
+ | 'INBETWEEN(n, min, max)' |TRUE if min < n < max (strictly between, not equal) |
290
+ | `CEIL(n)` / `FLOOR(n)` | Round up / down |
291
+ | `CINT(n)` | Round to nearest integer |
292
+ | `CLAMP(n, min, max)` | Constrain n to [min, max] |
293
+ | `COS(n)` / `SIN(n)` / `TAN(n)` | Trig (radians) |
294
+ | `DEG(rad)` / `RAD(deg)` | Radians ↔ degrees |
295
+ | `DISTANCE(x1,y1, x2,y2)` | 2D Euclidean distance |
296
+ | `DISTANCE(x1,y1,z1, x2,y2,z2)` | 3D Euclidean distance |
297
+ | `EXP(n)` | e^n |
298
+ | `INT(n)` | Truncate toward zero |
299
+ | `LERP(start, end, t)` | Linear interpolation (t: 0.0–1.0) |
300
+ | `LOG(n)` | Natural logarithm |
301
+ | `MAX(a, b)` / `MIN(a, b)` | Larger / smaller of two |
302
+ | `MOD(a, b)` | Remainder |
303
+ | `POW(base, exp)` | Power |
304
+ | `RND(n)` | Random integer 0 to n-1 if n > 0 |
305
+ | `RND(0)` | Float between 0.0 and 1.0 (IE: 0.5841907423666761) |
306
+ | `ROUND(n)` | Standard rounding |
307
+ | `SGN(n)` | Sign: -1, 0, or 1 |
308
+ | `SQR(n)` | Square root |
309
+
310
+ **Math constants:** `PI#`, `HPI#` (PI/2), `QPI#` (PI/4), `TAU#` (PI*2), `EULER#`
311
+
312
+ ---
313
+
314
+ ## Graphics
315
+
316
+ ```basic
317
+ SCREEN 12 ' 640×480 VGA
318
+ SCREEN 0, 800, 600 ' Custom size
319
+ SCREEN 0, 1024, 768, "My Game" ' Custom size + title
320
+ FULLSCREEN TRUE ' Borderless fullscreen (graphics only)
321
+ FULLSCREEN FALSE ' Windowed
322
+ ```
323
+
324
+ | Mode | Resolution |
325
+ |------|-----------|
326
+ | 1 | 320×200 |
327
+ | 2 | 640×350 |
328
+ | 7 | 320×200 |
329
+ | 9 | 640×350 |
330
+ | 12 | 640×480 ← recommended |
331
+ | 13 | 320×200 |
332
+
333
+ ### Drawing Primitives
334
+ ```basic
335
+ PSET (x, y), color ' Pixel
336
+ LINE (x1,y1)-(x2,y2), color ' Line
337
+ LINE (x1,y1)-(x2,y2), color, B ' Box outline
338
+ LINE (x1,y1)-(x2,y2), color, BF ' Box filled (FAST — use instead of CLS)
339
+ CIRCLE (cx,cy), radius, color ' Circle outline
340
+ CIRCLE (cx,cy), radius, color, 1 ' Circle filled
341
+ PAINT (x, y), fillColor, borderColor ' Flood fill
342
+ LET c$ = POINT(x, y) ' Read pixel color
343
+ LET col$ = RGB(r, g, b) ' Create color (0–255 each)
344
+ ```
345
+
346
+ **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
347
+
348
+ ### Screen Control
349
+ ```basic
350
+ SCREENLOCK ON ' Buffer drawing (start frame)
351
+ SCREENLOCK OFF ' Present buffer (end frame)
352
+ VSYNC(TRUE) ' Enable VSync (default, ~60 FPS)
353
+ VSYNC(FALSE) ' Disable VSync (benchmarking)
354
+ CLS ' Clear screen
355
+ ' Use CLS only with console, in graphics screen its slow
356
+ ' With graphics screen, prefer LINE BF
357
+ ```
358
+
359
+ ### Shapes & Images
360
+ ```basic
361
+ ' Create shape
362
+ ' LOADSHAPE and LOADIMAGE return a stable integer handle — never reassigned.
363
+ ' SDL2 owns the resource; your code only ever holds this one reference. Use constants.
364
+ LET RECT# = LOADSHAPE("RECTANGLE", w, h, color) ' or "CIRCLE", "TRIANGLE"
365
+ LET IMG_PLAYER# = LOADIMAGE("player.png") ' PNG (alpha) or BMP
366
+ LET IMG_REMOTE# = LOADIMAGE("https://example.com/a.png") ' Download + load
367
+
368
+ ' Sprite sheet — sprites indexed 1-based
369
+ DIM sprites$
370
+ LOADSHEET sprites$, 128, 128, "sheet.png" ' tileW, tileH, file
371
+ MOVESHAPE sprites$(1), x, y ' sprites$(1) = first sprite
372
+
373
+ ' Transform
374
+ MOVESHAPE RECT#, x, y ' Position by center point
375
+ ROTATESHAPE RECT#, angle ' Degrees (absolute)
376
+ SCALESHAPE RECT#, scale ' 1.0 = original size
377
+ DRAWSHAPE RECT# ' Render to buffer
378
+ SHOWSHAPE RECT# / HIDESHAPE RECT# ' Toggle visibility
379
+ REMOVESHAPE RECT# ' Free memory (always clean up)
380
+ ```
381
+
382
+
383
+ ---
384
+
385
+ ### Text Rendering (SDL2_ttf.dll required)
386
+ #### DRAWSTRING & LOADFONT
387
+
388
+
389
+ ```basic
390
+ ' Default font (Arial)
391
+ DRAWSTRING "Hello!", 100, 200, RGB(255, 255, 255)
392
+
393
+ ' Load alternative font — becomes the new default
394
+ LOADFONT "comic.ttf", 24
395
+ DRAWSTRING "Hello!", 100, 200, RGB(255, 255, 255)
396
+
397
+ ' Reset to Arial
398
+ LOADFONT
399
+ ```
400
+
401
+ `DRAWSTRING x, y` positions the top-left of the text. Requires `SDL2_ttf.dll` in the same directory as the interpreter. Prefer this over PRINT, which makes graphic screen easily blinking.
402
+
403
+ ---
404
+
405
+ ## Sound
406
+
407
+ ```basic
408
+ ' LOADSOUND returns a stable integer handle — SDL2 manages the resource.
409
+ ' The handle never changes; store it in a constant to protect it from accidental reassignment.
410
+ LET SND_JUMP# = LOADSOUND("jump.wav") ' Load (WAV recommended)
411
+ SOUNDONCE(SND_JUMP#) ' Play once, non-blocking
412
+ SOUNDONCEWAIT(SND_JUMP#) ' Play once, wait for finish
413
+ SOUNDREPEAT(SND_JUMP#) ' Loop continuously
414
+ SOUNDSTOP(SND_JUMP#) ' Stop specific sound
415
+ SOUNDSTOPALL ' Stop all sounds
416
+ ```
417
+
418
+ Load all sounds at startup. Call `SOUNDSTOPALL` before `END`.
419
+
420
+ ---
421
+
422
+ ## File I/O
423
+
424
+ ```basic
425
+ LET data$ = FileRead("file.txt") ' Read as string
426
+ DIM cfg$ : LET cfg$ = FileRead("settings.txt") ' Read as key=value array
427
+ FILEWRITE "save.txt", data$ ' Create/overwrite
428
+ FILEAPPEND "log.txt", entry$ ' Append
429
+ LET ok$ = FILEEXISTS("file.txt") ' 1=exists, 0=not
430
+ FILEDELETE "temp.dat" ' Delete file
431
+ ```
432
+
433
+ **key=value parsing:** When `FileRead` assigns to a `DIM`'d array, lines `key=value` become `arr$("key")`. Lines starting with `#` are comments. Perfect for `.env` files.
434
+
435
+ ```basic
436
+ DIM env$
437
+ LET env$ = FileRead(".env")
438
+ LET API_KEY# = env$("OPENAI_API_KEY")
439
+ ```
440
+
441
+ **Paths:** Use `/` or `\\` — never single `\` (it's an escape char). Relative paths are from `PRG_ROOT#`.
442
+ **FileWrite with array** saves in key=value format (round-trips with FileRead).
443
+
444
+ ---
445
+
446
+ ## Network
447
+
448
+ ```basic
449
+ LET res$ = HTTPGET("https://api.example.com/data")
450
+ LET res$ = HTTPPOST("https://api.example.com/submit", "{""key"":""val""}")
451
+
452
+ ' With headers (optional last parameter)
453
+ DIM headers$
454
+ headers$("Authorization") = "Bearer mytoken"
455
+ headers$("Content-Type") = "application/json"
456
+ LET res$ = HTTPGET("https://api.example.com/data", headers$)
457
+ LET res$ = HTTPPOST("https://api.example.com/data", body$, headers$)
458
+ ```
459
+
460
+ ---
461
+
462
+ ## Arrays & JSON
463
+
464
+ Nested JSON maps to comma-separated keys: `data$("player,name")`, `data$("skills,0")`
465
+
466
+ ```basic
467
+ ' Array → JSON string
468
+ LET json$ = ASJSON(arr$)
469
+
470
+ ' JSON string → array (returns element count)
471
+ DIM data$
472
+ LET count$ = ASARRAY(data$, json$)
473
+
474
+ ' Load/save JSON files
475
+ LOADJSON arr$, "file.json"
476
+ SAVEJSON arr$, "file.json"
477
+ ```
478
+
479
+ ---
480
+
481
+ ## Fast Trigonometry
482
+
483
+ ~20× faster than `SIN(RAD(x))`, 1-degree precision. Uses ~5.6 KB memory.
484
+
485
+ ```basic
486
+ FastTrig(TRUE) ' Enable lookup tables (must call first)
487
+ LET x$ = FastCos(45) ' Degrees, auto-normalized 0–359
488
+ LET y$ = FastSin(90)
489
+ LET r$ = FastRad(180) ' Deg→rad (no FastTrig needed)
490
+ FastTrig(FALSE) ' Free memory
491
+ ```
492
+
493
+ Use for raycasting, sprite rotation, particle systems, any high-freq trig.
494
+
495
+ ---
496
+
497
+ ## Command-Line Arguments
498
+
499
+ ```basic
500
+ ' bazzbasic.exe myprog.bas arg1 arg2
501
+ PRINT ARGCOUNT ' number of args (2 in this example)
502
+ PRINT ARGS(0) ' first arg → "arg1"
503
+ PRINT ARGS(1) ' second arg → "arg2"
504
+ ```
505
+
506
+ `ARGCOUNT` and `ARGS(n)` are 0-based; ARGS does not include the interpreter or script name.
507
+
508
+ ---
509
+
510
+ ## Libraries & INCLUDE
511
+
512
+ ```basic
513
+ INCLUDE "helpers.bas" ' Insert source at this point
514
+ INCLUDE "MathLib.bb" ' Load compiled library
515
+
516
+ ' Compile library (functions only — no loose code)
517
+ ' bazzbasic.exe -lib MathLib.bas → MathLib.bb
518
+ ' Function names auto-prefixed: MATHLIB_functionname$
519
+ PRINT FN MATHLIB_add$(5, 3)
520
+ ```
521
+
522
+ Library functions can read main-program constants (`#`). `.bb` files are version-locked.
523
+
524
+ ---
525
+
526
+ ## Passing Arrays to Functions
527
+
528
+ Arrays cannot be passed directly to `DEF FN` functions, but a clean workaround exists using JSON serialization. Convert the array to a JSON string with `ASJSON`, pass the string as a parameter, then deserialize inside the function with `ASARRAY`. This is the accepted pattern in BazzBasic v1.2+.
529
+
530
+ ```basic
531
+ DEF FN ProcessPlayer$(data$)
532
+ DIM arr$
533
+ LET count$ = ASARRAY(arr$, data$)
534
+ RETURN arr$("name") + " score:" + arr$("score")
535
+ END DEF
536
+
537
+ [inits]
538
+ DIM player$
539
+ player$("name") = "Alice"
540
+ player$("score") = 9999
541
+ player$("address,city") = "New York"
542
+
543
+ [main]
544
+ LET json$ = ASJSON(player$)
545
+ PRINT FN ProcessPlayer$(json$)
546
+ END
547
+ ```
548
+
549
+ **Notes:**
550
+ - The function receives a full independent copy — changes inside do not affect the original array
551
+ - Nested keys work normally: `arr$("address,city")` etc.
552
+ - Overhead is similar to copying an array manually; acceptable for most use cases
553
+
554
+ ---
555
+
556
+ ## Program Structure
557
+
558
+ ```basic
559
+ ' ---- 1. FUNCTIONS (or INCLUDE "functions.bas/bb") ----
560
+ DEF FN Clamp$(v$, lo$, hi$)
561
+ IF v$ < lo$ THEN RETURN lo$
562
+ IF v$ > hi$ THEN RETURN hi$
563
+ RETURN v$
564
+ END DEF
565
+
566
+ ' ---- 2. INIT (declare ALL constants & variables here, not inside loops) ----
567
+ ' Performance: variables declared outside loops avoid repeated existence checks.
568
+ [inits]
569
+ LET SCREEN_W# = 640
570
+ LET SCREEN_H# = 480
571
+ LET MAX_SPEED# = 5
572
+
573
+ SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game"
574
+
575
+ LET x$ = 320
576
+ LET y$ = 240
577
+ LET running$ = TRUE
578
+
579
+ ' ---- 3. MAIN LOOP ----
580
+ [main]
581
+ WHILE running$
582
+ IF INKEY = KEY_ESC# THEN running$ = FALSE
583
+ GOSUB [sub:update]
584
+ GOSUB [sub:draw]
585
+ SLEEP 16
586
+ WEND
587
+ SOUNDSTOPALL
588
+ END ' place at the end of main program so BazzBasic wont fall to subs in runtime
589
+
590
+ ' ---- 4. SUBROUTINES (or INCLUDE "subs.bas") ----
591
+ [sub:update]
592
+ IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED#
593
+ IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
594
+ RETURN
595
+
596
+ [sub:draw]
597
+ SCREENLOCK ON
598
+ LINE (0,0)-(SCREEN_W#, SCREEN_H#), 0, BF
599
+ CIRCLE (x$, y$), 10, RGB(0, 255, 0), 1
600
+ SCREENLOCK OFF
601
+ RETURN
602
+ ```
603
+
604
+ **Key conventions:**
605
+ - Variables: `camelCase$` | Constants: `UPPER_SNAKE_CASE#` | Functions: `PascalCase$`
606
+ - Labels: `[gameLoop]` for jump targets, `[sub:name]` for subroutines
607
+ - Image/sound/shape IDs are stable integer handles — **always** store as constants: `LET MY_IMG# = LOADIMAGE("x.png")` — never use `$` variables for these
608
+ - Group many IDs → use arrays: `DIM sprites$` / `sprites$("player") = LOADIMAGE(...)` — but prefer named constants when count is small
609
+
610
+ ---
611
+
612
+ ## Performance Tips
613
+
614
+ - `LINE (0,0)-(W,H), 0, BF` to clear — much faster than `CLS`
615
+ - Always wrap draw code in `SCREENLOCK ON` / `SCREENLOCK OFF`
616
+ - Store `RGB()` results in constants/variables — don't call RGB in hot loops
617
+ - Declare all variables in `[inits]`, not inside loops or subroutines
618
+ - Use `FastTrig` for any loop calling trig hundreds of times per frame
619
+ - `SLEEP 16` in game loop → ~60 FPS
620
+
621
+ ---
622
+
623
+ ## IDE Features (v1.3)
624
+
625
+ ### New File Template
626
+ When the IDE opens with no file (or a new file), this template is auto-inserted:
627
+ ```basic
628
+ ' BazzBasic version {ver_num}
629
+ ' https://ekbass.github.io/BazzBasic/
630
+ ```
631
+
632
+ ### Beginner's Guide
633
+ - **IDE:** Menu → **Help** → **Beginner's Guide** — opens `https://github.com/EkBass/BazzBasic-Beginners-Guide/releases` in default browser
634
+ - **CLI:** `bazzbasic.exe -guide` or `bazzbasic.exe -help` — prints URL to terminal
635
+
636
+ ### Check for Updates
637
+ - **IDE:** Menu → **Help** → **Check for updated...** — IDE reports if a newer version is available
638
+ - **CLI:** `bazzbasic.exe -checkupdate`
639
+
640
+ ### Compile via IDE
641
+ - **Menu → Run → Compile as Exe** — compiles open file to standalone `.exe` (auto-saves first)
642
+ - **Menu → Run → Compile as Library (.bb)** — compiles open file as reusable `.bb` library (auto-saves first)