solved libgdx rotation (Sprite, Animation) array issues

hi people,
well i am a noob at java and libgdx. i got the homing bullet working with the help of “BurntPizza” great programmer and helps alot.
now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <— (left) and the code below is what i have done so far. also i used sprites for the bullet and also animation method.

Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing worked :frowning:

examples would be great and will be repped.

thank you for the help.

// below is the bullet or enemy if you want to call it.


public class Bullet extends Sprite {

public static final float BULLET_HOMING = 6000; 
public static final float BULLET_SPEED = 300; 
private Vector2 velocity;
private float lifetime;


public Bullet(float x, float y) {
 velocity = new Vector2(0, 0);
 setPosition(x, y);
}

public void update(float delta) {
 float targetX = GameWorld.getBall().getX();
 float targetY = GameWorld.getBall().getY();
 float dx = targetX - getX();
 float dy = targetY - getY();

 float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); 
 dx /= distToTarget;
 dy /= distToTarget;
 dx *= BULLET_HOMING;
 dy *= BULLET_HOMING;
 velocity.x += dx * delta;
 velocity.y += dy * delta;

 float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y);
 velocity.x /= vMag;
 velocity.y /= vMag;
 velocity.x *= BULLET_SPEED;
 velocity.y *= BULLET_SPEED;

 Vector2 v = velocity.cpy().scl(delta);
 setPosition(getX() + v.x, getY() + v.y);
 setOriginCenter(); 
 setRotation(velocity.angle());
 lifetime += delta;
 setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime));
 }
}

// this is where i load the images.


public class AssetLoader {
public static Animation bulletAnimation;
public static Sprite bullet1, bullet2;

public static void load() {

texture = new Texture(Gdx.files.internal("SpriteN1.png"));
texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);

bullet1 = new Sprite(texture, 380, 350, 45, 20);
bullet1.flip(false, true);

bullet2 = new Sprite(texture, 425, 350, 45, 20);
bullet2.flip(false, true);

Sprite[] bullets = { bullet1, bullet2 };
bulletAnimation = new Animation(0.06f, aims);
bulletAnimation.setPlayMode(Animation.PlayMode.LOOP);
}

public static void dispose() {
// We must dispose of the texture when we are finished.
texture.dispose();
}

// this is for the rendering of the images etc


public class GameRenderer {
private Bullet bullet;
private Ball ball;

public GameRenderer(GameWorld world) {
myWorld = world;
cam = new OrthographicCamera();
cam.setToOrtho(true, 480, 320);

batcher = new SpriteBatch();
// Attach batcher to camera
batcher.setProjectionMatrix(cam.combined);

shapeRenderer = new ShapeRenderer();
shapeRenderer.setProjectionMatrix(cam.combined);

// Call helper methods to initialize instance variables
initGameObjects();
initAssets();
}

private void initGameObjects() {
ball = GameWorld.getBall();
bullet = myWorld.getBullet();
scroller = myWorld.getScroller();
}

private void initAssets() {
ballAnimation = AssetLoader.ballAnimation;
bulletAnimation = AssetLoader.bulletAnimation;
}

public void render(float runTime) {

Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);

batcher.begin();
// Disable transparency 
// This is good for performance when drawing images that do not require
// transparency.
batcher.disableBlending();

// The ball needs transparency, so we enable that again.
batcher.enableBlending();


batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());

batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());

// End SpriteBatch
batcher.end();
}
}

// this is to load the image etc on the screen i guess


public class GameWorld {

public static Ball ball;
private Bullet bullet;
private ScrollHandler scroller;

public GameWorld() {
ball = new Ball(480, 273, 32, 32);
bullet = new Bullet(10, 10);
scroller = new ScrollHandler(0);
}

public void update(float delta) {
ball.update(delta);
bullet.update(delta);
scroller.update(delta);
}

public static Ball getBall() {
return ball;
}

public ScrollHandler getScroller() {
return scroller;
}

public Bullet getBullet() { 
return bullet;
}
}

so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning.

thank you in advace for the help or any advice.

i know this might be a silly question but any help will be nice
and also a CHALLENGE for the top programmers who are Titans amonst us