The problem is that the sprite's global bounding box is not axis-aligned; when the car is rotated, so too is the sprite's bounding box.Because you draw the bounding box with the same transform as your sprite. Don't do that and it will be correctly drawn.
Your suggestion doesn't work in my case: the bounding box will be drawn in the (default?) upper left corner of the screen and will not be affected by the sprite's rotation.Right, sorry. The correct approach would be to build the car's local bounding rect (which should be the same as the sprite's one, if it's the only entity it contains), and then transform it by the car's transform (car.getTransform()).
Let me know if this approach is wrong, thanks.It is wrong. Your car is correctly transformed and drawn, right? So don't make the Car class more complicated than it should; your only problem is to draw the bounding rect with the correct transform, which my suggestion above should solve.
The correct approach would be to build the car's local bounding rect (which should be the same as the sprite's one, if it's the only entity it contains), and then transform it by the car's transform (car.getTransform()).