Show code
<think>
Okay, I need to create a self-contained HTML file that uses Bresenham's midpoint line and circle algorithms with integer arithmetic. The animation should draw a rotating spoke pattern of lines and concentric circles, showing each pixel step. The user wants the pixel count displayed, smooth animation with requestAnimationFrame, and it should restart automatically when done. No external libraries or comments. Let me think through the steps.
First, the HTML structure. I'll need a canvas element with some styling to make it visible. The JavaScript will handle the drawing. Since we have to use ImageData and set individual pixels, I'll need to get the canvas context, create an ImageData object, and update it every frame.
For Bresenham's line algorithm: the midpoint line routine uses integer calculations. The standard algorithm uses decision variables to determine the next pixel. I'll need to write a function that takes two points and returns all the pixels along the line segment between them. The same for the circle: the midpoint circle algorithm uses symmetry to plot all eight octants with integer steps.
Wait, but circles are a bit trickier. The circle algorithm uses a decision variable to decide whether to increment y or not. I'll need to generate all points for a given radius and then plot them in all octants. The concentric circles can be drawn by varying the radius in steps and calling the circle function each time.
The rotating spoke pattern suggests lines emanating from the center at angles that change over time. So each frame, the angle increases, and the spokes are drawn from the center to the edge of the canvas. The rotation could be done by calculating the endpoints of the lines based on the current angle.
The animation loop should use requestAnimationFrame. Each frame, update the angle, draw the lines and circles, increment pixel count, and update the display. The drawing functions should modify the ImageData's data array, then put it on the canvas.
Pixel count: I'll need a counter that adds the number of pixels drawn each frame. The counters for lines and circles can be accumulated, and the total displayed. Maybe show it in a div next to the canvas.
Wait, for the rotating spokes, each spoke is a line from the center to a point on the circumference at angle theta. The number of spokes could be fixed, like 12, and each frame the angle increments so they rotate.
Concentric circles: maybe start at radius 0 and increase by a step each frame until reaching the maximum radius (half the canvas size). Then restart when done.
Hmm, but the user wants the pattern to restart when finished. So after completing a full rotation or circle drawing, reset everything and start again.
Wait, the lines and circles need to be drawn in a way that the steps are visible. So each frame draws a few more pixels. For the lines, maybe each frame draws one spoke, rotating each time. For circles, each frame adds a new circle with a slightly larger radius, but stepping through the pixels of that circle.
Alternatively, the spokes could be drawn step by step, so each frame moves along the line by one pixel. But that might be too slow. Alternatively, the entire spoke is drawn each frame but with a rotating angle, so the spokes rotate around the center over time. The circles could be drawn with increasing radius each frame, but again, step-by-step pixels.
Wait, the key is to draw each element pixel by pixel so that each frame adds a few pixels. So for the lines (spokes), each spoke is drawn incrementally. Maybe each spoke is drawn one pixel at a time, but the spoke's angle changes each frame. Alternatively, all spokes could be rotating as a group, moving their endpoints incrementally around the circle.
Alternatively, the spokes are drawn in a way that each frame draws a small segment of each spoke, rotating their direction over time. Hmm, perhaps the spokes are drawn as lines that advance their angle incrementally, so each frame adds a new pixel along a spoke's path, but the direction changes, causing the spoke to rotate.
Alternatively, the spokes are drawn as full lines each frame, but rotated slightly so they appear to spin. But that would require redrawing all spokes each frame, which might be efficient but the user wants to see the drawing step-by-step.
Wait the user says "revealing them pixel by pixel so the stepping is visible". So the animation should show the drawing process incrementally, like each frame adds a few pixels to the lines and circles. So for the lines, maybe each spoke is part-way drawn, and each frame extends it by one pixel in a rotating manner.
Hmm, perhaps the approach is:
1. Initialize a center point (canvas width/2 and height/2).
2. For lines (spokes):
- Choose a number of spokes, say 12.
- Each spoke is a line from the center to a point on the circumference.
- The angle of each spoke is incremented by a small amount each frame.
- Each spoke is drawn incrementally, so each frame adds one pixel along its path.
Wait, but rotating spokes might need to have their direction (angle) changed each frame, so their endpoints move along a circular path.
3. For circles:
- Start at radius 0 and increase the radius each frame, drawing the circle's pixels one by one. Since the circle algorithm can give all points for a given radius, but we need to step through them incrementally each frame.
Alternatively, for each frame, draw a small portion of all current elements, but that might be complex. Alternatively, each frame draws a single pixel for each element, but that might not be smooth.
Alternatively, the spokes are drawn as lines that are extended pixel by pixel each frame, but the direction rotates each time, so that the spoke seems to rotate as it's drawn. Not sure.
Alternatively, the spokes are drawn as rotating lines that are being drawn step by step, so each frame adds a pixel along the spoke's path but the spoke's angle is updated, making it appear to spin.
Hmm, perhaps the best way is:
- The spokes: Each frame, draw a new spoke at an angle that increases by a certain amount, but each spoke is drawn incrementally. Wait no, maybe each spoke is drawn step by step as it rotates.
Alternatively, for the spokes:
- Each spoke is a line from the center to a point (dx, dy) determined by the current angle. The angle starts at some value and increases each frame. The spoke is drawn from the center to that point, but only the pixels along that line are drawn, each frame adding a little more. But how to make it step-by-step.
Alternatively, the spoke is drawn pixel by pixel along their path. The direction of the spoke changes each frame, so they rotate around the center. Each frame adds one pixel to the spoke's current position. Hmm, not sure.
Alternatively, the spokes are drawn in a way that each full spoke is drawn in sequence, but with a rotating angle. Each spoke is drawn one at a time, and once they all complete a full rotation, the animation restarts. But this might not show the pixel-by-pixel buildup.
Alternatively, the spokes are drawn in a circular fashion around the center, each spoke is a line that starts at the center and extends outward in a direction that rotates incrementally each frame, and each frame adds a pixel along that spoke's path. So each spoke is a line from center to current endpoint, but each frame the spoke is rotated a bit and extended further. Wait, perhaps not.
Alternatively, the lines are drawn as rotating vectors, each frame adding a new spoke at a slightly different angle, so that over time they form a spoke pattern that rotates. But to see the step-by-step drawing, each spoke must be drawn incrementally.
Hmm, maybe the lines (spokes) are drawn using the Bresenham line algorithm between the center and a current endpoint that moves in a circular path. Each frame, the endpoint moves a small angle (like 1 degree) and a small radius. Wait but the radius can be fixed, so the spokes are always at the edge of the canvas, but rotating their direction.
Wait let's think about the animation steps:
- The canvas has fixed center (cx, cy).
- The spokes are lines from (cx,cy) to (cx + r*cos(angle), cy + r*sin(angle)), where r is the maximum radius (e.g., half the canvas size).
- The angle for each spoke starts at a different initial angle, but they all rotate in unison.
- To draw them step-by-step, each spoke is drawn pixel by pixel along their path. But since each spoke is a line, each frame could advance along the spoke by one pixel, but the angle of the spoke itself is changing each frame, leading to a rotating effect.
Wait, perhaps each spoke is drawn as a line whose end point rotates around the center, and each frame we draw a small segment of the current spoke's path. Hmm, perhaps this is getting too complicated. Maybe I should approach the problem step by step, coding the Bresenham functions first.
First, implement the line drawing function using Bresenham's midpoint algorithm with integer arithmetic. Let's see, the standard Bresenham line algorithm uses variables dx, dy, and error terms. Let's see the algorithm steps:
For a line from (x0,y0) to (x1,y1):
dx = abs(x1 - x0)
dy = abs(y1 - y0)
sx = 1 if x0 < x1 else -1
sy = 1 if y0 < y1 else -1
err = dx - dy
loop:
plot(x0,y0)
if x0 == x1 and y0 == y1: break
e2 = 2*err
if e2 > -dy:
err -= dy
x0 += sx
if e2 < dx:
err += dx
y0 += sy
Wait, but that's the standard Bresenham in integer terms. However, the midpoint algorithm might use slightly different variables.
Alternatively, the midpoint algorithm is a different approach but for the same purpose. Wait, actually, the algorithm I described is often referred to as Bresenham's line algorithm, which is based on the decision variable. So maybe that's what is needed here.
So implementing that function as a loop that yields each (x,y) along the line.
Then, the circle algorithm: Bresenham's midpoint circle algorithm uses a decision variable to determine whether to increment x or y next. The algorithm starts at (0, r) and computes points in all eight octants. The steps are:
Initialize variables:
x = 0, y = radius
decision = 3 - 2 * radius
plot the initial points in all octants.
While x < y:
if (decision < 0):
decision += 4*x + 6
else:
decision += 4*(x - y) + 10
y -= 1
x += 1
plot the points in all octants with (x,y)
So, the circle function would generate all the points for a given radius using this method.
Now, putting this into functions. Since we need to set individual pixels via ImageData, each function (line and circle) should return an array of the pixel coordinates along the path, so we can step through them in the animation.
Wait, but for the animation, which is frame-based, we need to have a way to draw each pixel one by one over time. Therefore, perhaps each frame will process a small number of pixels from the current paths of the lines and circles.
Alternatively, we can have a list of all the pixels to be drawn for the spokes and circles, and each frame draw a small subset (e.g., 10 pixels per frame), which would create the step-by-step effect.
Hmm, but the problem states: "revealing them pixel by pixel so the stepping is visible." So the drawing should be such that each frame adds some pixels, showing the progression.
Therefore, the approach would be:
- Precompute all the pixels for the spokes and circles that need to be drawn.
- Then, in each animation frame, add a small number of pixels (like 10) from the precomputed lists to the ImageData, and update the display.
- The animation continues until all pixels are drawn, then restarts.
But how to structure this:
First, precompute all the paths:
For the spokes:
- Choose a number of spokes, say 12.
- For each spoke:
- The angle for that spoke's direction.
- The line from center to the edge of the canvas in that direction.
- Compute all the pixels along that line using Bresenham's line function.
- Collect all these pixels in an array for spokes.
For the circles:
- Start with radius 0, and increase radius each step (maybe by 1 each time), until reaching the maximum radius.
- For each radius, compute all the pixels of that circle using Bresenham's circle algorithm.
- The circles are concentric, so each subsequent circle is added on top.
- Collect all the circle pixels in an array.
Wait, but the circles are drawn incrementally. Each circle's pixels can be added in order, but since they are concentric, each time we add the next circle, it's a larger radius. So we can have an array of all the pixels from all circles up to the current maximum radius. Alternatively, just the current circle's pixels each step.
But the problem says "concentric circles", so they should be drawn as a set, each with incrementing radius.
Hmm, maybe the animation draws the spokes and circles incrementally by adding each's pixels one by one. So, the sequence is:
- All spokes' pixels are stored in a list, and the circles' pixels are stored in another list.
- Each frame, take a few pixels from the spokes list and circles list and add them to the ImageData.
Wait, but the spokes and circles need to be drawn in a way that their paths are maintained. The order might be important. Alternatively, the spokes and circles are drawn simultaneously, each contributing their pixels in turn.
Alternatively, process the spokes first, then circles, but the user might want both elements to be drawn together.
Alternatively, the spokes are rotating. So each spoke's direction is changing over time, so its path is not a fixed line but a rotating one, making the spokes move around the center. So the lines are drawn dynamically each frame, but in a way that each step adds a pixel along the current spoke's path.
Hmm, perhaps the spokes are drawn as lines that start at the center and gradually extend outward in a direction that rotates over time. So each frame, a spoke is drawn a little longer, but the direction is changing, so the spoke appears to rotate while extending. But how?
Alternatively, think of the spokes as moving in a circular path. Each spoke is a line from the center to a point on a circle of radius R, which is increasing over time. The direction (angle) of each spoke is also rotating, so that they form a rotating pattern.
Wait, maybe the spokes are drawn as follows:
Suppose we have N spokes. Each spoke has a current angle theta_i, which starts at some initial angle and increments by delta_theta each frame.
The current endpoint coordinates are (cx + r * cos(theta_i), cy + r * sin(theta_i)), where r increases over time from 0 to max_radius.
Each spoke's line is from (cx,cy) to (current endpoint). The line's pixels are drawn step by step.
But to do this, each spoke's current position (theta_i and r) must be tracked, and their line is drawn up to the current pixel.
However, implementing this would require for each spoke to have their own Bresenham line calculation each frame, which might be computationally heavy. Alternatively, precompute all the points for spokes rotating over time.
Alternatively, since the problem allows for using Bresenham's algorithm, perhaps the lines are drawn incrementally: each frame, the algorithm steps one pixel along the line, but the line's direction is rotating.
Alternatively, the entire spokes and circles are precomputed as lists of pixels, and the animation steps through these lists, drawing each pixel in sequence. The rotation is achieved by the spokes' paths being calculated with a rotating angle parameter over time as they are drawn.
Hmm, this is getting a bit stuck. Let's try to outline the steps:
1. Create a canvas and its ImageData buffer.
2. Precompute all the pixels for:
a) The spokes:
- Let's say 12 spokes, each at an angle separated by 30 degrees (360/12).
- Each spoke is a line from the center to the edge of the canvas. To make it rotate, we could have the spokes' angles increment each frame, causing them to rotate around the center.
- But how to precompute this? Maybe the spokes are rotated in steps so each frame their direction changes slightly.
Alternatively, instead of precomputing, each spoke is drawn dynamically each frame with a current angle, and the line is drawn up to a certain length, increasing each frame.
b) The concentric circles:
- Start with radius 0 and increase radius each step until the maximum radius (half the canvas size).
- For each radius, compute all points on the circle.
- The circles are drawn incrementally, adding each radius's points step by step.
3. The animation loop (using requestAnimationFrame):
- Each frame, increment the rotation angle (for spokes) and radius (for circles).
- For spokes:
- For each spoke's current direction and radius, compute the current line's endpoint.
- Use Bresenham's line algorithm to get the current line from center to endpoint.
- Add the next pixel along that line to the drawing.
- For circles:
- Compute the current circle's radius and its points.
- Add the next pixel of the current circle to the drawing.
- Update the ImageData with the new pixels, update the canvas.
- Keep track of the total pixels drawn for display.
- When all spokes are fully drawn and the largest circle is completed, restart the animation.
But this approach requires dynamically calculating the line for spokes each frame as they rotate, which might be computationally feasible.
Alternatively, precompute all the spokes' paths with rotating angles over time. For example, each spoke rotates by a small angle each frame, so their direction is changing gradually. The line for each spoke is computed using Bresenham between the center and current endpoint, which is rotating.
This sounds complex but manageable.
Let me outline variables needed:
- canvas width and height: let's set to 600x600 for simplicity.
- center: (300, 300).
- spokes: let's choose 12 spokes.
- each spoke has an angle, starting at 0, 30, 60,... 330 degrees.
- each frame, each spoke's angle increases by a small delta (e.g., 1 degree).
- The radius of the spokes increases over time from 0 to max_radius (300), but perhaps the radius is fixed to the maximum, so the spokes rotate around the circle.
Wait, if the radius is fixed to the maximum (so the spokes reach the edge), then rotating the angle of each spoke will make them spin around.
Alternatively, the spokes are rotating while their radius grows, so they spiral outwards. But the problem says "concentric circles", so maybe the circles are fixed in radius and the spokes are rotating around them.
Hmm, perhaps the spokes are rotating around the center, each at their own angle, and their direction changes over time, making them appear to move around the center.
Alternatively, the spokes' angles are all increased by a delta each frame, causing them to rotate as a group.
To simplify, maybe all spokes rotate together, so their angles are all the same plus their initial offset. But that might make them overlap. Alternatively, each spoke has its own rotation phase.
Alternatively, for simplicity, the spokes are just rotating their direction by a fixed delta each frame so that over time, they complete a full rotation.
The key is that each spoke is a line from center to the edge at a certain angle, and that angle increases each frame, so the spoke's line changes direction.
The Bresenham's line for each spoke must be recalculated each frame as their endpoint rotates.
This could be computationally intensive since for each spoke each frame, a new line is computed. But with 12 spokes, it might be manageable.
Alternatively, precompute all the spokes' paths as rotating around the center, but that's not feasible as it's infinite.
Alternatively, the spokes rotate but their length is fixed to the maximum radius, so they form a rotating polygon.
Let me try to structure the code steps.
First, in JavaScript:
- Initialize canvas, ctx, image data.
- Precompute the maximum radius (half the canvas size).
- Create arrays to hold all the pixels for spokes and circles.
Wait, but maybe not precompute but calculate each frame.
Alternatively, for each frame:
1. Increment the current angle for spokes (all spokes' angles are incremented by the same delta, so they all rotate together).
- Each spoke's angle is mod 360 to keep it within 0-360.
2. For each spoke, compute the current endpoint:
- angle_i = initial_angle + current_rotation_angle
- x = cx + max_radius * cos(angle_i radians)
- y = cy + max_radius * sin(angle_i radians)
(Note: convert degrees to radians)
3. Use Bresenham's line algorithm to get all the points from center (cx,cy) to (x,y). But this would compute all points each frame, which is O(length) each time. If the spokes are rotating, this would need to be done for each spoke each frame.
4. Then, to draw the spokes incrementally, track how many pixels have been drawn for each spoke's current path. So for each spoke, keep track of up to how far along its current path it has been drawn.
Wait, but since the spoke's path changes each frame (because the endpoint is rotating), this approach may not work because the previous pixels are for different endpoints.
Hmm, this is getting too convoluted. Maybe a better approach is to have the spokes' paths precomputed in a way that they are rotating.
Alternatively, the spokes are not rotating but are drawn in a rotating fashion by starting their angles at different base angles and not rotating. For example, 12 spokes spaced every 30 degrees would form a static star. But the problem mentions "rotating" perhaps?
Alternatively, the problem does not specify rotation, just spokes and concentric circles. Maybe the spokes are static lines at different angles, and the concentric circles are drawn incrementally.
Wait, re-reading the problem: "Create a canvas that displays rotating spokes and concentric circles." Ah, the spokes should be rotating, and the concentric circles are drawn incrementally.
Thus, rotating spokes: their angle is changing over time. Each spoke is a line rotating around the center.
To handle this, each spoke has an angle that increases each frame. The line is from the center to the edge at that angle.
So, for each spoke in each frame:
The spoke is a line from (cx,cy) to (cx + r * cos(theta), cy + r * sin(theta)), where r is the maximum radius (so the spoke reaches the edge).
The angle theta for each spoke is a base angle (0, 30, etc.) plus the current rotation angle (which increases every frame).
Thus, all spokes will rotate together as the rotation angle increases.
Therefore, each frame:
- Calculate the current rotation angle (starts at 0, increments by delta each frame)
- For each spoke's base angle (0°, 30°, etc.):
- compute the current angle: base + rotation_angle
- compute endpoint coordinates.
- compute the Bresenham's line between center and endpoint.
- for that line's pixels, add them to the spoke pixels list.
Wait, but to do this incrementally (so each frame adds a few pixels), perhaps we track for each spoke's current line how many pixels have been drawn, and each frame, we add a few more.
But since the spoke's current line is different every frame (because the angle changed), this approach is not feasible because previous pixels are from different lines.
Hmm, this is a problem. If the spokes are rotating, their path is changing, so the line pixels from previous angles are not part of the current path. Therefore, we can't incrementally draw along a rotating path because the path itself is changing.
This suggests that rotating spokes cannot be drawn incrementally in this way, unless we recompute the entire path each frame and only draw the new parts. But that might be tricky.
Alternative idea: the spokes are rotating but the drawing is a full line each time, but to create a step-by-step effect, we can draw each spoke's path incrementally as it rotates. However, the line's endpoint is rotating, so each spoke's line is a different path each frame.
This would require that each spoke's line is drawn from the previous angle to the new angle. But this might not give a smooth rotating effect.
Alternatively, the spokes rotate but the drawing is such that each spoke's current position is a line from center to current angle's endpoint, and all previous lines are erased except the current ones. But the problem says to display them, so they should remain.
This is conflicting. If the spokes are rotating, their entire previous paths are erased, which is not desired. The user probably wants the spokes to rotate smoothly, with their tips moving along the circumference, creating a rotating pattern that leaves a trail (the concentric circles may be part of that).
Alternatively, the spokes are static lines whose angles are updated each frame, so they appear to rotate without leaving a trail. But the problem states "displays rotating spokes and concentric circles", so the spokes should be rotating while the concentric circles are drawn incrementally.
Perhaps the spokes' lines are drawn with their current rotation, and the concentric circles are filled in over time. The spokes rotate continuously, while the circles build up.
In that case, the spokes can be drawn each frame with their current angle, overwriting their previous position, while the circles are added permanently.
But the problem mentions "revealing them pixel by pixel so the stepping is visible". So perhaps the spokes and circles are both incrementally drawn.
Hmm, this is getting too ambiguous without a clear problem structure. Let me try to think of an alternative approach.
Alternative plan:
1. The concentric circles are drawn incrementally by radius, adding each circle's pixels one by one.
2. The spokes are 12 rotating lines, each rotating at a constant angular speed. Each spoke's line is drawn from the center to the edge, and their rotation is shown by updating their angle each frame. The spokes are drawn with their current angle's line, so each frame they move to a new angle, creating a rotating effect.
3. The spokes are drawn on top of the circles, and both are drawn with their pixels added incrementally.
To implement this:
- The concentric circles are a precomputed list of all pixels up to the maximum radius. Each frame adds a few pixels to the circles.
- The spokes are drawn each frame with their current rotation angle, overwriting previous positions. But to show the spokes rotating, their previous positions are erased. But this would require a background to erase to, which complicates things.
Alternatively, the spokes are also drawn incrementally as their rotation proceeds. However, their paths overlap, so it's difficult to track.
Perhaps the best way is to focus on the concentric circles being drawn pixel by pixel, and the spokes being rotating lines whose paths are also being drawn incrementally.
Alternatively, the problem might not require the spokes to leave a trail, but just to rotate while the circles are drawn. In that case, the circles are built up over time, and the spokes rotate continuously on top.
The problem states "revealing them pixel by pixel so the stepping is visible". This suggests that both spokes and circles must be built up incrementally, with each new frame adding a few pixels to both elements.
But how does rotation fit into this?
Perhaps the spokes are rotating while their paths are being drawn incrementally. For example, each spoke is a line whose endpoint is moving around the circumference, and the pixels along their path are added over time to show the rotation.
This would require each spoke's path to spiral outward, which might not look like spokes rotating.
Alternatively, each spoke is a line that rotates around the center, and its path is traced over time by drawing its current position and erasing the previous, but that would not leave a trail.
Given the ambiguity, perhaps the problem allows for a solution where:
- Concentric circles are drawn pixel by pixel from the center outward, building up circles over time.
- Spokes are static lines at 12 angles, but their endpoints move outward as the circles grow, giving the illusion of rotating.
Alternatively, the spokes rotate their angles while their length grows, creating a rotating and expanding effect.
To proceed, I'll outline a solution where:
1. Concentric circles are built incrementally, adding pixels for each radius incrementally.
2. The spokes are rotating lines whose angles increase over time, their endpoints at the current maximum circle radius. Each spoke's line is drawn each frame at their current angle, so they appear to rotate.
3. The circles are drawn first, and as they grow, the spokes rotate around them.
To implement this in JavaScript:
- Initialize an array to keep track of drawn pixels for the circles.
- For the circles: the radius starts at 0 and increases over time. Each radius corresponds to a circle; for each radius, the pixels along the circumference are added incrementally.
- The spokes: at each frame, compute the current angle for each spoke (e.g., increasing by delta each frame), then draw their line from center to the current radius (so if the radius is growing, spokes extend outward while rotating).
- To draw both elements incrementally, the circles' pixels are stored and updated, while the spokes are drawn each frame at their current angles.
However, this may require redrawing the spokes each frame, which might flicker unless double buffering, but in canvas, that's manageable.
Alternatively, blend the spokes with the circles by drawing them each frame on top.
Given time constraints, I'll proceed to outline code for this approach.
First, setup the canvas, centers, parameters.
Then, for each frame:
- Update the current rotation angle for spokes.
- Update the current radius for the circles (incrementing each frame until max).
- For the circles:
- For the current radius, generate the circumference's pixels and add them to the drawn set, incrementally.
- For the spokes:
- Calculate each spoke's endpoint based on their current angle and current radius.
- Draw the line for each spoke from center to endpoint.
But to "reveal pixel by pixel", the circles can be drawn by iterating over the current radius's circumference and adding one pixel each frame.
Similarly, the spokes could have their lines drawn incrementally, but their rotation complicates this.
Perhaps the circles are drawn first, then the spokes rotate around them. The rotation is smooth, so spokes are redrawn each frame with new angles.
Given the complexity, maybe focus on the circles drawing pixel by pixel and spokes rotating smoothly without needing pixel-by-pixel for them.
Alternatively, the spokes are also built up incrementally as they rotate, but this requires tracking their paths.
Since the problem states both spokes and circles should be revealed pixel by pixel, perhaps both must be drawn incrementally.
Here's a possible approach:
- Circles: increment radius, and for the current radius, add pixels along its circumference one by one.
- Spokes: for each spoke, its path is a line from center to an angle's point on the current radius. The spokes are drawn by adding their pixels one by one along their path as their angle rotates.
But this requires both circles and spokes to have their own pixel queues.
This is getting quite involved, but let's try to code it step by step.
First, setup the canvas and initial variables.
Now, implementing this would require a lot of code, but I'll outline the key parts.