Character rotation problem in tiled map

Hi I am trying to rotate the character in a tiled map. Its is successful but theres problem with moving diagonally. When i pressed for example up and right keypressed, when its moving it will rotate as i wanted but when i released the buttons, it either rotate to the up or right. I want the image to rotate diagonally and stay as it is when i released the buttons.
Here are my source code...I noe its very long but really need someone help...There are 3 java files. (Sorry for dis long and ridiculous codes...)
1) Game.java
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferStrategy;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Game extends Canvas implements KeyListener
     private BufferStrategy strategy;
     private GameMap map=new GameMap();
     private Player player;
     private boolean left,right,up,down;
     Image ship = Toolkit.getDefaultToolkit().getImage("res/up1.PNG");
     public Game()
          Frame frame = new Frame("Pirate Game");
          frame.setLayout(null);
          setBounds(0,30,480,510);
          frame.add(this);
          frame.setSize(480,510);
          frame.setResizable(false);
          // exit the game
          frame.addWindowListener(new WindowAdapter() {
               public void windowClosing(WindowEvent e) {
                    System.exit(0);
          frame.addKeyListener(this);
          addKeyListener(this);
          frame.setVisible(true);
          createBufferStrategy(2);
          strategy = getBufferStrategy();
          player = new Player(ship, map, 1.5f, 1.5f);
          // start the game loop
          gameLoop();
public void gameLoop()
          boolean gameRunning = true;
          long last = System.nanoTime();     
          // keep looking while the game is running
          while (gameRunning)
               Graphics2D g = (Graphics2D) strategy.getDrawGraphics();
               // clear the screen
               g.setColor(Color.black);
               g.fillRect(0,0,480,480);
               // render our game objects
               g.translate(0,0); //placing the map to desired location on the frame
              map.paint(g);
               player.paint(g);
               // flip the buffer so we can see the rendering
               g.dispose();
               strategy.show();
               // pause a bit so that we don't choke the system
               try { Thread.sleep(4); } catch (Exception e) {};
               long delta = (System.nanoTime() - last) / 1000000;
               last = System.nanoTime();
               for (int i=0;i<delta / 5;i++)
                    logic(5);
               if ((delta % 5) != 0)
                    logic(delta % 5);
     public void logic(long delta) {
          // check the keyboard and record which way the player
          // is trying to move this loop
          float dx = 0;
          float dy = 0;
          if (left)
               dx -= 1;
          if (right)
               dx += 1;
          if (up)
               dy -= 1;
          if (down)
               dy += 1;
          // if the player needs to move attempt to move the entity
          // based on the keys multiplied by the amount of time thats
          // passed
          if ((dx != 0) | (dy != 0))
               player.move(dx * delta * 0.0015f,dy * delta * 0.0015f);
     public void keyTyped(KeyEvent e) {}
     public void keyPressed(KeyEvent e)
          if (e.getKeyCode() == KeyEvent.VK_LEFT)
               left = true;
          if (e.getKeyCode() == KeyEvent.VK_RIGHT)
               right = true;
          if (e.getKeyCode() == KeyEvent.VK_DOWN)
               down = true;
          if (e.getKeyCode() == KeyEvent.VK_UP)
               up = true;
     public void keyReleased(KeyEvent e)
          if (e.getKeyCode() == KeyEvent.VK_LEFT)
               left = false;
          if (e.getKeyCode() == KeyEvent.VK_RIGHT)
               right = false;
          if (e.getKeyCode() == KeyEvent.VK_DOWN)
               down = false;
          if (e.getKeyCode() == KeyEvent.VK_UP)
               up = false;
     public static void main(String args[])
      new Game();
2) GameMap.java
import javax.swing.*;
import java.awt.*;
import java.util.*;
public class GameMap
     int width = 15;
    int height =15;
    static final int TILE_SIZE = 32;
         int[][]  A  =  {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,3,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
                             {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
    Image sea = Toolkit.getDefaultToolkit().getImage("res/sea.PNG");
    Image rock = Toolkit.getDefaultToolkit().getImage("res/rock.PNG");
     public void paint(Graphics g)
        for(int across = 0; across < width ; across++)
            for(int vert = 0; vert < height ; vert++)
                if (A[across][vert] == 1)
                g.drawImage(rock,across*TILE_SIZE,vert*TILE_SIZE,null);
                     else
                     g.drawImage(sea,across*TILE_SIZE,vert*TILE_SIZE,null);
    public boolean blocked(float x, float y)
          return A[(int) x][(int) y] == 1;
3) Player.java
import java.awt.Graphics2D;
import java.awt.Image;
public class Player {
     private float x;
     private float y;
     private Image image;
     private GameMap map;
     private float ang;
     private float size=0.3f;
     public Player(Image image, GameMap map, float x, float y)
          this.image = image;
          this.map = map;
          this.x = x;
          this.y = y;
     public boolean move(float dx, float dy)
          // new position
          float nx = x + dx;
          float ny = y + dy;
          //check collision
          if (validLocation(nx, ny)) {
               x = nx;
               y = ny;
               // and calculate the angle we're facing based on our last move
               ang = (float) (Math.atan2(dy, dx) + (Math.PI / 2));
               return true;
          // if it wasn't a valid move don't do anything apart from tell the caller
          return false;
     public boolean validLocation(float nx, float ny)
          if (map.blocked(nx - size, ny - size))
               return false;
          if (map.blocked(nx + size, ny - size))
               return false;
          if (map.blocked(nx - size, ny + size))
               return false;
          if (map.blocked(nx + size, ny + size))
               return false;
          return true;
     public void paint(Graphics2D g) {
          int xp = (int) (map.TILE_SIZE * x);
          int yp = (int) (map.TILE_SIZE * y);
          // rotate the sprite based on the current angle and then
          // draw it
          g.rotate(ang, xp, yp);
          g.drawImage(image, (int) (xp - 16), (int) (yp - 16), null);
          g.rotate(-ang, xp, yp);
}

rotate() should always be accompanied with appropriate translate().
See:
http://java.sun.com/docs/books/tutorial/2d/TOC.html
http://www.adtmag.com/java/articleold.aspx?id=1241
http://www.apl.jhu.edu/~hall/java/Java2D-Tutorial.html
And, never mix AWT components with Swing ones.
Use JPanel instead of Canvas.
Use also standard drawing/painting technique shown above URSs.

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    When I dont map the parameter inside one action, it isnt possible. I tried it out with the SAP example "Time-off-process". I took the CO "Create Request" and add it in one Action (as Display &  Execution). When I understand you right mapping inside an action is not necessary, to see the Inputs from further Actions --> But this way I cannot see the Inputs.  
    The mapping of my application works before I changed it.
    I know never touch a running system, but It was necessary, we need a new Input and Output Parameter.
    Cause I have 20 parameter the mapping was very time-consuming, to map every single parameter. I read a method to reduce the time: Adding a structure requires only mapping of the two structures. But now the Mapping doesnt work.
    Hope you can help me
    Bye Steve

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