Spielerando

One tap on a phone sometimes counts as two moves in my puzzle

Screens and fingers produce a quick second touch, and in a move-counting puzzle that costs players their star. This entry shows how to read the right waiting time out of your own tap logs instead of guessing it, and how to apply it so a run of touches is not wiped out.

Why this works

Accidental double touches and deliberate taps fall into two separate groups of timing, with an empty gap between. Reading that gap from your own players' logs beats a guessed waiting time, and measuring from the last accepted tap keeps a shaky finger from blocking the rest.

When not to use it

Do not add a waiting time in a game that needs very fast taps, because it will swallow real ones. And if the logs show no clear gap, leave it out. Fix the cause, such as the size of the touch area, instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "One tap on a phone sometimes counts as two moves in my puzzle" (read_entry one-tap-counted-as-two-moves) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP