What is this purpose for the prototype function?

Hello, I've been working with the Craig Reynolds 'Flocking' simulation example from P5js.org. I have a question about the use of prototype within the Boid class. https://p5js.org/examples/simulate-flocking.html

First I notice that unlike other functions within a class, the prototype functions aren't actually within the Boid class's brackets. for example Function Boid(x, y) closes its brackets and then the Boid.prototype.run function is written outside of the Boid function. Normally when writing functions of a class I would write the function code within the class's brackets. Can anyone explain this difference to me or point me in the direction of an explanation?

function Boid(x,y) {
  this.acceleration = createVector(0,0);
  this.velocity = createVector(random(-1,1),random(-1,1));
  this.position = createVector(x,y);
  this.r = 3.0;
  this.maxspeed = 3;    // Maximum speed
  this.maxforce = 0.05; // Maximum steering force
}

Boid.prototype.run = function(boids) {
  this.flock(boids);
  this.update();
  this.borders();
  this.render();
}

As well I'm wondering what the purpose of this "prototype" expression is. Why is Boid.prototype.run used instead of just defining run() within the class of Boids like: function = run() {}?

The entire code example is on the link posted above as well as below:

var flock;

var text;

function setup() {
  createCanvas(640,360);
  createP("Drag the mouse to generate new boids.");

  flock = new Flock();
  // Add an initial set of boids into the system
  for (var i = 0; i < 100; i++) {
    var b = new Boid(width/2,height/2);
    flock.addBoid(b);
  }
}

function draw() {
  background(51);
  flock.run();
}

// Add a new boid into the System
function mouseDragged() {
  flock.addBoid(new Boid(mouseX,mouseY));
}

// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com

// Flock object
// Does very little, simply manages the array of all the boids

function Flock() {
  // An array for all the boids
  this.boids = []; // Initialize the array
}

Flock.prototype.run = function() {
  for (var i = 0; i < this.boids.length; i++) {
    this.boids[i].run(this.boids);  // Passing the entire list of boids to each boid individually
  }
}

Flock.prototype.addBoid = function(b) {
  this.boids.push(b);
}

// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com

// Boid class
// Methods for Separation, Cohesion, Alignment added

function Boid(x,y) {
  this.acceleration = createVector(0,0);
  this.velocity = createVector(random(-1,1),random(-1,1));
  this.position = createVector(x,y);
  this.r = 3.0;
  this.maxspeed = 3;    // Maximum speed
  this.maxforce = 0.05; // Maximum steering force
}

Boid.prototype.run = function(boids) {
  this.flock(boids);
  this.update();
  this.borders();
  this.render();
}

Boid.prototype.applyForce = function(force) {
  // We could add mass here if we want A = F / M
  this.acceleration.add(force);
}

// We accumulate a new acceleration each time based on three rules
Boid.prototype.flock = function(boids) {
  var sep = this.separate(boids);   // Separation
  var ali = this.align(boids);      // Alignment
  var coh = this.cohesion(boids);   // Cohesion
  // Arbitrarily weight these forces
  sep.mult(1.5);
  ali.mult(1.0);
  coh.mult(1.0);
  // Add the force vectors to acceleration
  this.applyForce(sep);
  this.applyForce(ali);
  this.applyForce(coh);
}

// Method to update location
Boid.prototype.update = function() {
  // Update velocity
  this.velocity.add(this.acceleration);
  // Limit speed
  this.velocity.limit(this.maxspeed);
  this.position.add(this.velocity);
  // Reset accelertion to 0 each cycle
  this.acceleration.mult(0);
}

// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
Boid.prototype.seek = function(target) {
  var desired = p5.Vector.sub(target,this.position);  // A vector pointing from the location to the target
  // Normalize desired and scale to maximum speed
  desired.normalize();
  desired.mult(this.maxspeed);
  // Steering = Desired minus Velocity
  var steer = p5.Vector.sub(desired,this.velocity);
  steer.limit(this.maxforce);  // Limit to maximum steering force
  return steer;
}

Boid.prototype.render = function() {
  // Draw a triangle rotated in the direction of velocity
  var theta = this.velocity.heading() + radians(90);
  fill(127);
  stroke(200);
  push();
  translate(this.position.x,this.position.y);
  rotate(theta);
  beginShape();
  vertex(0, -this.r*2);
  vertex(-this.r, this.r*2);
  vertex(this.r, this.r*2);
  endShape(CLOSE);
  pop();
}

// Wraparound
Boid.prototype.borders = function() {
  if (this.position.x < -this.r)  this.position.x = width +this.r;
  if (this.position.y < -this.r)  this.position.y = height+this.r;
  if (this.position.x > width +this.r) this.position.x = -this.r;
  if (this.position.y > height+this.r) this.position.y = -this.r;
}

// Separation
// Method checks for nearby boids and steers away
Boid.prototype.separate = function(boids) {
  var desiredseparation = 25.0;
  var steer = createVector(0,0);
  var count = 0;
  // For every boid in the system, check if it's too close
  for (var i = 0; i < boids.length; i++) {
    var d = p5.Vector.dist(this.position,boids[i].position);
    // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
    if ((d > 0) && (d < desiredseparation)) {
      // Calculate vector pointing away from neighbor
      var diff = p5.Vector.sub(this.position,boids[i].position);
      diff.normalize();
      diff.div(d);        // Weight by distance
      steer.add(diff);
      count++;            // Keep track of how many
    }
  }
  // Average -- divide by how many
  if (count > 0) {
    steer.div(count);
  }

  // As long as the vector is greater than 0
  if (steer.mag() > 0) {
    // Implement Reynolds: Steering = Desired - Velocity
    steer.normalize();
    steer.mult(this.maxspeed);
    steer.sub(this.velocity);
    steer.limit(this.maxforce);
  }
  return steer;
}

// Alignment
// For every nearby boid in the system, calculate the average velocity
Boid.prototype.align = function(boids) {
  var neighbordist = 50;
  var sum = createVector(0,0);
  var count = 0;
  for (var i = 0; i < boids.length; i++) {
    var d = p5.Vector.dist(this.position,boids[i].position);
    if ((d > 0) && (d < neighbordist)) {
      sum.add(boids[i].velocity);
      count++;
    }
  }
  if (count > 0) {
    sum.div(count);
    sum.normalize();
    sum.mult(this.maxspeed);
    var steer = p5.Vector.sub(sum,this.velocity);
    steer.limit(this.maxforce);
    return steer;
  } else {
    return createVector(0,0);
  }
}

// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
Boid.prototype.cohesion = function(boids) {
  var neighbordist = 50;
  var sum = createVector(0,0);   // Start with empty vector to accumulate all locations
  var count = 0;
  for (var i = 0; i < boids.length; i++) {
    var d = p5.Vector.dist(this.position,boids[i].position);
    if ((d > 0) && (d < neighbordist)) {
      sum.add(boids[i].position); // Add location
      count++;
    }
  }
  if (count > 0) {
    sum.div(count);
    return this.seek(sum);  // Steer towards the location
  } else {
    return createVector(0,0);
  }
}

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