if inkey$() = "a" then rotate sprite 1, sprite angle( 1 ) - 10
if inkey$() = "d" then rotate sprite 1, sprite angle( 1 ) + 10
(10's a bit much though, methinks)
Or, to go one better:
if keystate( 30 ) = 1 then rotate sprite 1, wrapvalue( sprite angle( 1 ) - 10 )
if keystate( 32 ) = 1 then rotate sprite 1, wrapvalue( sprite angle( 1 ) + 10 )
(Don't just jump forth with this code without looking up keystate)
Or alternatively:
a# = sprite angle( 1 )
if keystate( 30 ) = 1 then a# = wrapvalue( a# - 10 )
if keystate( 32 ) = 1 then a# = wrapvalue( a# + 10 )
rotate sprite 1, a#
(storing the angle in a# and updating at the end, your lines are shorter and easier)
And not forgetting:
b# = ( keystate( 32 ) - keystate( 30 ) ) * 10
rotate sprite 1, wrapvalue( sprite angle( 1 ) + b# )
(b# sorts out how far in which direction)
EBA; UI; Mario Land Ripoff.
Every time you post a joke in the form of code, mace yourself.