![]() x can use any property or method that Object has, such as toString (). In our example, x is an empty object that inherits from Object. ![]() Any attempt to search beyond the end of the chain results in null. All objects inherit the properties and methods of Object. To make the application run faster (and follow best practices), we can (re)define the prototype property of the GameObject every instance of GameObject will then reference the methods within GameObject.prototype as if they were their own methods. At the end of the prototype chain is Object.prototype. While this probably wouldn’t happen with only 100 objects, it still can serve to be quite a performance hit, as it will need to look up one hundred different objects, rather than just the single prototype object. This is certainly not ideal, as the game will bloat the browsers allocated JavaScript memory, and make it run very slowly. What this will do is create all these objects within memory - all with separate definitions for methods, such as draw and whatever other methods may be required.
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