   Sprites that rotate 360* and determining velocity
  Things you should know before reading:* - degreesn - negativey - positive.........................Y axis2nd quadrant (n,p) | 1st quadrant (p,p)-------------------------------------- X axis3rd quadrant (n,n) | 4th qudrant  (p,n)Also, in case if you didn't know, the computer's Y axis is flipped from your graph that you used in school.  Also, your monitor starts at the top left with (0,0), and it sees the 4th quadrant.This is if you have a sprite that can rotate 360* and has 36 frames. Each frame is +10* to give you 36 frames.  Also, the first frame(0) is the sprite facing up.I came up with some formulas that can determine your velocity based on the current frame.  If anything is wrong with this please say something, because while this worked for me, it may not be the most efficient method or for other needs.The Code:if currentFrame >=0 and currentFrame <= 10 then   ' The sprite will move in the first quadrant   Sprite.Location = new point(currentFrame, CurrentFrame - 10)end ifif currentFrame >=11 and currentFrame <=20 then   ' The sprite will move in the fourth quadrant   Sprite.Location = new point(currentFrame, -currentFrame - 10)end ifif currentFrame >=21 and currentFrame <=30 then   ' The sprite will move in the third quadrant   Sprite.Location = new point(-currentFrame, -currentFrame - 10)end ifif currentFrame >=31 and currentFrame <=36 then   ' The sprite will move in the second quadrant   Sprite.Location = new point(-currentFrame, currentFrame - 10)end if