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STAR Double-Confirm Launch

STAR double-confirm launch

IRREVERSIBLE ACTIONS NEED SPACE AND TIME

The first tap only arms and shows yield. A second independent tap within ten seconds commits. Input locks through launch and the game returns to SEED.

State sequence

text
READY
  └─ first tap → ARMED(until = now + 10s)
       ├─ timeout / page / panel / ambient → READY
       └─ second tap → COMMIT + LOCK(1.2s)
            └─ fx_loop 10@18 + particles + audio
                 └─ SEED + highlight saved star(2.6s)

Assets

  • fx_loop_0..9: 160×160, ten frames at 18 FPS, overlay.
  • Runtime-composed core, archived stars and split STAR arc.
  • Bitmap confirmation, yield and countdown.
  • Paper/cyan/yellow success particles.

Commit order

The second confirmation computes Badges, writes history and resets the run before presentation. The sequence renders the committed state; a power loss should find the critical save already complete or inside a synchronous barrier.

Input lock

Touch, edge, cards, wheel and keyboard cannot mutate the game for 1.2 seconds. After the lock, the page changes to SEED; a release left from before launch must not create a tap there.

Reduced motion

Reduced mode keeps key first/last frames and a clear state change, but never bypasses double confirmation or input lock. Launch cannot start in ambient, and ambient entry disarms an existing confirmation.