If you are new to graphics in Java, I recommend this tutorial. If I were to code what you are doing, I see two options.
First and easiest, you can model turning as "first driving straight, then turning 90º along the edge of a circle centred on the corner I am turning around, and then driving straight again". The easiest way to do this is to define a JPanel
that draws your Image
(yes, a JPanel; if you don't paint their background, you can layer JPanels on top of each other - and they will be painted in the correct order; make the background JPanel
opaque so that it cleans up before drawing the next frame), and give it an AffineTransform
that makes the image display in the position you want it to. You will need to adjust the increments in the transform so that the speed appears constant; trial and error, or a bit of geometry (90º of radius R implies R*pi/2.0
total travel along the curved path) , will help you out there.
The hard way is to consider the car's route to be an arbitrary Shape (which you can define using Bezier curves, for example), extract a flattened PathIterator
from it, advance in equally-spaced jumps along that iterator, and calculate the rotation you need from the position along the curve and the heading at any given point (you can estimate the heading by taking 2 successive samples, and aligning the car according to these samples). This is harder than using the above method, but allows your car to follow arbitrarily complex paths.