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, 100100) 
  
'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