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SEED Page

SEED anchors every player action. It does not expose a full shop or settings panel; it answers only three questions: how many Sparks do I have, how fast are they growing, and what happens if I touch the Seed now?

v5 SEED page in Chinese

Atomic hierarchy

LayerContentRefresh strategyInteraction
Top arcsSEED / SHOP / STARPage changeTap label or rotate edge
Resource lineSparks and CPSValue change / low rateNone
Sync cursorLucky-beat angle30 FPSModifies lucky tap
Seed core160×160, six-frame loopAuthored 8 FPS phaseTap and hold
Heat / comboShort radial bars and valuesState changeNone
Bottom entryTAP POWERWhile expandedUpgrade tap power
Feedback layerParticles, callouts, tap FXEvent-drivenNever captures input

Center hit region

The visible Seed is not the only clickable pixel. A broad safe region tolerates an imprecise thumb, while dragging more than 12 px from the center cancels the tap so edge rotation and swipes cannot also award Sparks.

Three-stage hold

The radial meter lights at 0.65 / 1.2 / 1.9 seconds. Economy commits only on release, so leaving the region or cancellation never creates half an action.

Three-stage hold and burst

Elapsed time → one commit

The meter may update every frame, but economy resolves at one pointer-up point. A stage-specific burst continues afterwards; ambient, launch or a device sequence cancels it.

Tilt response

The Seed is split into horizontal pixel bands. QMI8658 X/Y produces integer displacement and shear per band. LOW/MID/HIGH cap displacement at (3,2) / (6,4) / (10,7), preserving 2×2 texels without interpolation. Tilt affects visuals and STAR RUSH, not ordinary tap coordinates.

Why battery is not persistent

v6 placed battery status on all three pages. v7 moves it into the black SETTINGS instrument because battery is not a per-second decision variable and should not compete with resource, navigation and edge-safe space.