Rotation is based on the unit circle - just like high school math. (Search Wikipedia for it)
- 0 zero degrees points towards the right
- Degrees increase by moving counter-clockwise
- There are 360 degrees in the circle
- but you knew all that ...
- SCL™ assumes all sprites are angled at 0 degrees when drawn on screen
- None of this matters if you don't set the sprite's "angle" value or use an alteration that uses angles