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Tap Burst

Eight-frame tap burst

8 FRAMES @ 24 FPS

Yellow establishes impact, red carries impulse, blue preserves structure and the paper-white tail dissipates. Sparse late material is authored content, not an empty frame to crop.

Trigger and commit

  • Trigger: pointer down inside the SEED safe region.
  • Candidate: total travel stays below 12 px; crossing it latches cancellation.
  • Commit: pointer up calls coreAction() once.
  • Presentation: after logic returns gain, sync, combo and heat, play FX, particles, callout and audio.

Assets

AssetSizeRateLayer
fx_tap_0..7.png128×12824 FPSUnder the Seed
core_idle/charge/press160×160Event statePrimary object
ASCII bitmap5×7Event+VALUE callout
Code particles1–2 px / glyph30 FPSTop layer

Lucky difference

Normal taps use yellow/red/blue particles. Lucky taps add paper white and cyan, increase roughly 9 particles to 18, and use the success callout tone. Rendering receives the logical result and never re-evaluates the angle itself.

Reduced motion

Reduced mode displays only the first frame for 140 ms and limits particles to 3–5. Economy, luck and heat are unchanged. Ambient and launch/restart sequences reject the input entirely.

ESP32 mapping

Firmware GameEffects reads the packed source frames. Its dirty region is the union of current and previous bounds, clearing sparse trails without forcing a full-screen refresh.