I was going to come in and say what mikemudcat said; you don't do this problem in cartesian coordinates at all. You implement polar to cartesian conversion and draw the circle in polar coordinates. Same for the radial lines.
The Propeller comes with a couple of trig tables built into the ROM which are meant to faciliate this at reasonable resolutions, so that you don't have to use floating point math. I did this myself once on an Atari 2600 (though at 8 bit resolution so it was jerky).
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The Propeller comes with a couple of trig tables built into the ROM which are meant to faciliate this at reasonable resolutions, so that you don't have to use floating point math. I did this myself once on an Atari 2600 (though at 8 bit resolution so it was jerky).