## Sub RotateSprite(sprite, angle)

Sets the angle the sprite is rotated by relative to its current rotation

`isFullScreen = false
vSync = true
winWidth = 640
winHeight = 480
canViewPortX = 0
canViewPortY = 0
OpenWindow("RotateSprite", winWidth, winHeight, isFullScreen, vSync)
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
Canvas(sCanvas)
DIM eye
DIM eyeW
DIM eyeH
DIM eyeAngle 'Variable to hold the sprites angle value
eyeAngle = 250
ReleaseKey = 0
eye = LoadImage("theEye.png")
GetImageSize(eye, eyeW, eyeH)
eyeSprite = CreateSprite(eye, eyeW, eyeH)
SetSpritePosition(eyeSprite, 100, 100)
'RotateSprite(eyeSprite, eyeAngle)
While Not Key(K_ESCAPE)
'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called.
If Key(K_SPACE) And ReleaseKey = 0 Then
eyeAngle = 30
RotateSprite(eyeSprite, eyeAngle)
ReleaseKey = 1
ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then
ReleaseKey = 0
End If
Update() 'Update automatically deals with drawing the sprites on the sprite canvas.
Wend
`

Related: SetSpriteRotation GetSpriteRotation