The hard way
But the way you can use to pour sugarlicious material on.
As usual we'll begin with a simple vertex. Easiest way is to add a cube, or plane, and go into edit mode, vertex select mode, select all with A then Right Click > Merge > At Center.
Add a Displace modifier set to X, lower the midlevel and increase the strength. Don't mind the vertex group, you don't need it.
Add a Screw modifier, increase the screw, iterations and steps (viewport and render)
Let's give it some thickness ! First add another screw, but set the steps to 1.
How to create a noodle. Don't worry about the wonky shading just yet.
Add a Bevel modifier set to angle and crank up the width. Add a Weld to remove the seam in the middle.
The tricky part. Add an empty, set it as the object offset in a new array modifier. Now we drive the empty rotation so that the result is always equally separated.
Set the array count to 10.
Add a Bezier curve, scale it. Add a Curve modifier to the other object, and set the curve as the target.
Let's shade this masterpiece ! (Easy part)
What the ?? Everything's white !
Let me show you the simplest magic trick in the book. Offset UV in the Array modifier.
Final result :
I'll let you play with the settings, not all the fun for me :)