A lot of the confusion in processing is the coordinate system. In Processing the origin (0,0) is at the top left of the screen and only positive coordinates display on the screen. The very common workaround for this is to call:
translate(width/2, height/2);
at the beginning of your void draw()
method. That way 0,0 is now at the center of the sketch, and any subsequent methods called such as rotate(radians(65))
will take action from the center of the sketch.
This is also good because sketches that use the P3D
or OPENGL
renderer often call translate to change the coordinate system into something that is easier to use. For example an object at 0,0 or 0,0,0 is at the center and it makes it easier to orbit the camera around the object or have the object rotate around its center.
another popular way of drawing objects would be to set the origin as above and instead of giving the coordinates of each object, i.e. rect(-100, -50, 50, 50)
is to use popMatrix() and pushMatrix before a translate before drawing each object at 0,0 as illustrated below:
translate(width/2, height/2);
pushMatrix();
translate(-100, -50);
rect(0,0,50,50);
popMatrix();
This is a good approach to use in a 2d renderer if you think you might move to 3d renderer eventually, because you can easily replace rect()
with box()
or sphere()
or create your own method or object that draws geometry assuming the origin is at 0,0.
If you replace the x and y coordinates with variables or iterate through an array in a for loop it becomes very easy to draw hundreds or thousands of shapes in either 2d or 3d with minimal effort and minimal rewriting of the code.
update: added clarification for the original poster, per their comment.
I have changed the problem slightly to show you how I would approach this. I am showing the translate / rotate method I described above using push and pop matrix. I am just guessing at the values, but if you want something pixel accurate you can take measurements in an image editing program like photoshop or preview.

translate(180, 150);
rect(0, 0, 180, 80);

translate(185, 170);
rotate(radians(65));
rect(0, 0, 180, 80);

translate(180, 250);
ellipse(0, 0, 8, 8);
Putting it all together with pushMatrix()
and popMatrix()
.
void setup(){
size(400,400);
}
void draw(){
// rect1
noFill();
pushMatrix();
translate(180, 150);
rect(0, 0, 180, 80);
popMatrix();
// rect2
pushMatrix();
translate(185, 170);
rotate(radians(65));
rect(0, 0, 180, 80);
popMatrix();
// ellipse
fill(0);
pushMatrix();
translate(180, 250);
ellipse(0, 0, 8, 8);
popMatrix();
}