Just use a rotation matrix (taken from https://en.wikipedia.org/wiki/Rotation_matrix ):
float newX = x*Math.cos(angleRad) - y*Math.sin(angleRad);
float newY = x*Math.sin(angleRad) - y*Math.cos(angleRad);
One thing to mention is that you need to make sure that the angle is in radians, so you may need to perform this conversion:
float angleRad = angle*Math.PI/180;
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