# Examples Short, runnable patterns. For full module APIs see the [reference](api.md); for a start-to-finish build see [getting started](getting-started.md). The two flagship games are the living, full-scale examples: - **chaosBunny** — cycles four playfield looks (fantasy bricks → mono anti-clash → authentic attr clash) through one small `Painter` adapter. - **Minefield** — `save`, `rng` daily seed, and presentation helpers in a complete game. **[Minefield — ZX Spectrum Minesweeper](https://zrebec.github.io/minefield/)** — live demo built entirely with zx-kit. The repository also includes small static examples that import `../../dist/index.js` directly, so each one doubles as a browser-checkable API recipe: | Example | Shows | |---------|-------| | `examples/ay-music/` | AY channels A/B/C plus beeper SFX as a four-voice Spectrum-style setup | | `examples/volume-bar/` | Built-in `+`/`-` volume keys + auto-hide HUD bar with zero extra setup (`initInput` + `drawVolumeBar`) | | `examples/pixel-collision/` | AABB false positives vs `bitmapPixelMask()` / `masksOverlap()` | | `examples/particles/` | Allocation-free particle pools for sparks, smoke, and explosions | | `examples/i18n-runtime/` | Runtime language switching with `pickLocale()` and persisted preference | | `examples/bitmap-attrs/` | `Bitmap`, `AttrMap`, mirroring, colour clash, and `inkOnly` rendering | | `examples/dither-shade/` | `drawShade` + `DITHER` (`QUARTER`/`HALF`/`THREE_QUARTERS`) — two colours → five tones (ramps) and a flat-vs-dithered night sky | | `examples/save-slots/` | Save profiles, auto/manual slots, latest-slot restore, throttling, and delete | Build first with `npm run build`, then serve the repository root and open any example path in the browser. ---