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
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.
