float ROTATION_RADIOUS = 150;
float CENTER_X;
float CENTER_Y;
float MAX_STROKE_WEIGHT = 75.0;
float TIME_STEP = 0.03;
float ANGLE_STEP = PI / 128;
float time = 0.0;
float angle = 0.0;
void setup(){
size(500, 500);
smooth();
frameRate(60);
background(255);
CENTER_X = width / 2.0;
CENTER_Y = height / 2.0;
}
void draw(){
noStroke();
fill(255, 10);
rect(0, 0, width, height);
stroke(0);
strokeWeight(noise(time) * MAX_STROKE_WEIGHT);
float nextAngle = angle + ANGLE_STEP;
line(CENTER_X + ROTATION_RADIOUS * cos(angle), CENTER_Y + ROTATION_RADIOUS * sin(angle), CENTER_X + ROTATION_RADIOUS * cos(nextAngle), CENTER_Y + ROTATION_RADIOUS * sin(nextAngle));
angle = nextAngle;
if(angle < 0){
angle += 2.0 * PI;
} else if(angle >= 2.0 * PI){
angle -= 2.0 * PI;
}
time += TIME_STEP;
}