Map Generation

The map is defined by a Fourier series. To generate a new fourier series, we have to come up with a set of constants for it. We can generate random numbers with use javascripts Math.random(), and can bind it into our program with:

#![allow(unused)]
fn main() {
wasm_bindgen::prelude::wasm_bindgen;

#[wasm_bindgen]
extern "C" {
    #[wasm_bindgen(js_namespace = console)]
    fn log(s: &str);
    #[wasm_bindgen(js_namespace = Math)]
    fn random();
}
}

A naive implementation of a random map is:

#![allow(unused)]
fn main() {
    /// Change the sin and cosine constants to change the map course
    pub fn randomize(&mut self) {
        for i in 0 .. 8 {
            self.sin_consts[i] = (random() - 0.5) * 2.0;
            self.cos_consts[i] = (random() - 0.5) * 2.0;
        }
    }
}

Which creates maps like: A selection of maps

As you can see, the maps here have LOTS of corners. Racing the one on the bottom left wouldn't be much fun. This occurs because the amplitude of the high frequencies can be the same as the amplitude of the low frequencies.

How about applying a scaling factor to the higher frequencies:

#![allow(unused)]
fn main() {
    pub fn randomize(&mut self) {
        const WAVINESS: f32 = 2.0;
        for i in 0 .. 8 {
            self.sin_consts[i] = (random() - 0.5) * 2.0 / ((i + 1) as f32) * WAVINESS;
            self.cos_consts[i] = (random() - 0.5) * 2.0 / ((i + 1) as f32) * WAVINESS;
        }
    }
}

A selection of maps

Yeah, much better. There are nice big features, but there is still a lot of high-frequency "wobbles". Maybe instead of having a 1/i falloff we can have a 1/(i^n) falloff:

#![allow(unused)]
fn main() {
    /// Change the sin and cosine constants to change the map course
    pub fn randomize(&mut self) {
        const WAVINESS: f32 = 3.0;
        for i in 0 .. 8 {
            let rand1 = (random() - 0.5) * 2.0;
            let rand2 = (random() - 0.5) * 2.0;
            let amplitude = WAVINESS / f32::powf((i + 1) as f32, 1.3);
            
            self.sin_consts[i] = rand1 * amplitude;
            self.cos_consts[i] = rand2 * amplitude;
        }
    }
}
}

I found a power of 1.3 turned out quite nice, producing maps with straight lines, sweeping curves and the occasional corner: A selection of maps

This is the sort of thing you can fiddle with all day, so we'll leave it here and move on.