Solution 1:

You can use canvas’ context.translate & context.rotate to do rotate your image

enter image description here

Here’s a function to draw an image that is rotated by the specified degrees:

function drawRotated(degrees){
    context.clearRect(0,0,canvas.width,canvas.height);

    // save the unrotated context of the canvas so we can restore it later
    // the alternative is to untranslate & unrotate after drawing
    context.save();

    // move to the center of the canvas
    context.translate(canvas.width/2,canvas.height/2);

    // rotate the canvas to the specified degrees
    context.rotate(degrees*Math.PI/180);

    // draw the image
    // since the context is rotated, the image will be rotated also
    context.drawImage(image,-image.width/2,-image.width/2);

    // we’re done with the rotating so restore the unrotated context
    context.restore();
}

Here is code and a Fiddle: http://jsfiddle.net/m1erickson/6ZsCz/

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>

<style>
    body{ background-color: ivory; }
    canvas{border:1px solid red;}
</style>

<script>
$(function(){

    var canvas=document.getElementById("canvas");
    var ctx=canvas.getContext("2d");

    var angleInDegrees=0;

    var image=document.createElement("img");
    image.onload=function(){
        ctx.drawImage(image,canvas.width/2-image.width/2,canvas.height/2-image.width/2);
    }
    image.src="houseicon.png";

    $("#clockwise").click(function(){ 
        angleInDegrees+=30;
        drawRotated(angleInDegrees);
    });

    $("#counterclockwise").click(function(){ 
        angleInDegrees-=30;
        drawRotated(angleInDegrees);
    });

    function drawRotated(degrees){
        ctx.clearRect(0,0,canvas.width,canvas.height);
        ctx.save();
        ctx.translate(canvas.width/2,canvas.height/2);
        ctx.rotate(degrees*Math.PI/180);
        ctx.drawImage(image,-image.width/2,-image.width/2);
        ctx.restore();
    }


}); // end $(function(){});
</script>

</head>

<body>
    <canvas id="canvas" width=300 height=300></canvas><br>
    <button id="clockwise">Rotate right</button>
    <button id="counterclockwise">Rotate left</button>
</body>
</html>

Solution 2:

Quickest 2D context image rotation method

A general purpose image rotation, position, and scale.

// no need to use save and restore between calls as it sets the transform rather 
// than multiply it like ctx.rotate ctx.translate ctx.scale and ctx.transform
// Also combining the scale and origin into the one call makes it quicker
// x,y position of image center
// scale scale of image
// rotation in radians.
function drawImage(image, x, y, scale, rotation){
    ctx.setTransform(scale, 0, 0, scale, x, y); // sets scale and origin
    ctx.rotate(rotation);
    ctx.drawImage(image, -image.width / 2, -image.height / 2);
} 

If you wish to control the rotation point use the next function

// same as above but cx and cy are the location of the point of rotation
// in image pixel coordinates
function drawImageCenter(image, x, y, cx, cy, scale, rotation){
    ctx.setTransform(scale, 0, 0, scale, x, y); // sets scale and origin
    ctx.rotate(rotation);
    ctx.drawImage(image, -cx, -cy);
} 

To reset the 2D context transform

ctx.setTransform(1,0,0,1,0,0); // which is much quicker than save and restore

Thus to rotate image to the left (anti clockwise) 90 deg

drawImage(image, canvas.width / 2, canvas.height / 2, 1, - Math.PI / 2);

Thus to rotate image to the right (clockwise) 90 deg

drawImage(image, canvas.width / 2, canvas.height / 2, 1, Math.PI / 2);

Example draw 500 images translated rotated scaled

var image = new Image;
image.src = "https://i.stack.imgur.com/C7qq2.png?s=328&g=1";
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
document.body.appendChild(canvas);
var w,h;
function resize(){ w = canvas.width = innerWidth; h = canvas.height = innerHeight;}
resize();
window.addEventListener("resize",resize);
function rand(min,max){return Math.random() * (max ?(max-min) : min) + (max ? min : 0) }
function DO(count,callback){ while (count--) { callback(count) } }
const sprites = [];
DO(500,()=>{
    sprites.push({
       x : rand(w), y : rand(h),
       xr : 0, yr : 0, // actual position of sprite
       r : rand(Math.PI * 2),
       scale : rand(0.1,0.25),
       dx : rand(-2,2), dy : rand(-2,2),
       dr : rand(-0.2,0.2),
    });
});
function drawImage(image, spr){
    ctx.setTransform(spr.scale, 0, 0, spr.scale, spr.xr, spr.yr); // sets scales and origin
    ctx.rotate(spr.r);
    ctx.drawImage(image, -image.width / 2, -image.height / 2);
}
function update(){
    var ihM,iwM;
    ctx.setTransform(1,0,0,1,0,0);
    ctx.clearRect(0,0,w,h);
    if(image.complete){
      var iw = image.width;
      var ih = image.height;
      for(var i = 0; i < sprites.length; i ++){
          var spr = sprites[i];
          spr.x += spr.dx;
          spr.y += spr.dy;
          spr.r += spr.dr;
          iwM = iw * spr.scale * 2 + w;
          ihM = ih * spr.scale * 2 + h;
          spr.xr = ((spr.x % iwM) + iwM) % iwM - iw * spr.scale;
          spr.yr = ((spr.y % ihM) + ihM) % ihM - ih * spr.scale;
          drawImage(image,spr);
      }
    }    
    requestAnimationFrame(update);
}
requestAnimationFrame(update);