Will add auto-fire to next LOVE version. As I've noticed, some people like to gather a large crowd of enemies, and then shoot them all. Because of nice effects, perhaps.coffee wrote: All seems working well. I think you could apply the auto-fire to LOVE version because actually there isn't nothing that we need to left alive. We wouldn't need keep clicking a button from start to end.
About online version (I really don't like to call it html5) all seems to work fine. Tested in Safari. Starts to slow and have some performance jumps with +30 enemies. I have the feeling that have less fire rate than LOVE version. BTW what you use to "compress" .JS?
I'll try to improve performance in online version. Currently it's a pretty much 1:1 port, with exception of syntax changes, and specific while-loops being replaced by for-loop. In a perfect case I'd like this to run relatively fine on Android phones and iOS.
Actually the firerate is exact same in both versions, however it seems like I left the bug(?) in LOVE version, where the last bullet 'strikes through' the enemy, not disappearing after ones death. Not sure if I should remove this in LOVE version or add this in JS:HTML5 version.
To say, it is called HTML5 (rather than JavaScript) since it uses components of that standard - middle of the game, the Canvas element, wasn't around until that, making such games much harder to write.
I've used js obfuscator to 'compress' the file.
I don't quite like the way it processes the code (it's habit to name variables in manner of _0xNNNNNNNN actually makes the code longer for some cases), but there aren't many better alternatives - other 'packers' just remove the line breaks from code, and\or attempt to compress it, meaning that you can literally recover unchanged source via usage of tool and several regular expressions.
I hope to find (or write by self) a better one some time soon.