The value set with SetRotation affects all subsequent drawing commands. Best idea is to reset it to 0 before drawing text e.t.c
Here's an example of how to move your player in the direction you want.
Tom
Here's an example of how to move your player in the direction you want.
Graphics 800,600,0 'make a sprite Local player:TImage = CreateImage(32,32,1,DYNAMICIMAGE) SetImageHandle player,16,16 DrawOval 0,0,32,32 SetLineWidth 3 SetColor 255,0,0 DrawLine 16,0,10,6 DrawLine 16,0,22,6 DrawLine 10,6,22,6 GrabImage player,0,0,0 SetColor 255,255,255 Local px#=400,py#=300,direction#=0 Local movespeed#=5.0 Local turnspeed#=4.0 While Not KeyDown(KEY_ESCAPE) If KeyDown(KEY_LEFT) direction:- turnspeed If direction<0 Then direction:+360 'stay within 0 to 360 Else If KeyDown(KEY_RIGHT) direction:+ turnspeed If direction>360 Then direction:-360 End If If KeyDown(KEY_UP) 'use Sin & Cos to convert the angle in degrees to x,y translation values (a 2D Vector) px:+ Sin(direction)*movespeed py:- Cos(direction)*movespeed End If Cls 'set the player direction SetRotation direction DrawImage player,px,py 'reset rotation before drawing SetRotation 0 DrawText("Look, I aint rotated! :)",0,0) Flip Wend
Tom