Here's the trigonometry if you want to calculate x,y positions
for the sprite on the fly ..
delta y = - r * sin(theta)
delta x = r * cos(theta)
(editted by ABG for correction)
where r is the radius, as measured from your pivot point to the point of suspension on your sprite
(for Ferris Wheel cars, at their top center, for example)
theta is the angle in degrees counterclockwise from East of the sprite point of suspension,
as measured from the pivot point. You can use the heading of an invisible rotating ball,
if you like, or a global variable, and increment it periodically as in the other posts.
delta x = the amount to add to the fixed pivot point's x value to get the x coordinate
of the suspension point
delta y = the amount to add to the fixed pivot point's y value to get the y coordinate
of the suspension point. (Note that y coordinates run downwards, not upwards.)
All coordinates are in pixels, and should be calculated by taking fixed per centages
of your canvas height and/or width, depending on which is smaller.
ABG