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Updated for BazzBasic ver. 1.3b to be released 19th April 2026

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