float RADIOUS = 175;
float RADIOUS_VARIANT = 75;
float RADIAN_VARIANT = PI / 32;
float RADIOUS_NOISE_STEP = 0.01;
float RADIAN_NOISE_STEP = 0.01;
float COLOR_NOISE_STEP = 0.05;
float CENTER_X;
float CENTER_Y;
float radious;
float radiousNoise;
float radian;
float radianNoise;
float colorR;
float colorRNoise;
float colorG;
float colorGNoise;
float colorB;
float colorBNoise;
void setup(){
size(500, 500);
smooth();
frameRate(24);
background(0);
CENTER_X = width/2;
CENTER_Y = height/2;
radiousNoise = random(10);
radian = random(2 * PI);
radianNoise = random(10);
colorRNoise = random(10);
colorGNoise = random(10);
colorBNoise = random(10);
}
void draw(){
radian += noise(radianNoise) * RADIAN_VARIANT * 2 - RADIAN_VARIANT;
if(radian >= 2 * PI){
radian -= 2 * PI;
}
radious = RADIOUS + noise(radiousNoise) * RADIOUS_VARIANT * 2 - RADIOUS_VARIANT;
colorR = 255 * noise(colorRNoise);
colorG = 255 * noise(colorGNoise);
colorB = 255 * noise(colorBNoise);
stroke(colorR, colorG, colorB);
line(CENTER_X, CENTER_Y, CENTER_X + radious * cos(radian), CENTER_Y + radious * sin(radian));
line(CENTER_X, CENTER_Y, CENTER_X + radious * cos(radian + PI), CENTER_Y + radious * sin(radian + PI));
radiousNoise += RADIOUS_NOISE_STEP;
radianNoise += RADIAN_NOISE_STEP;
colorRNoise += COLOR_NOISE_STEP;
colorGNoise += COLOR_NOISE_STEP;
colorBNoise += COLOR_NOISE_STEP;
}