#title RotateSprite [RCBasic Doc] #header Sub RotateSprite(sprite, angle) Sets the angle the sprite is rotated by relative to its current rotation #code 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 #/code #image "images/theEye.png" #ref SetSpriteRotation GetSpriteRotation