convert angular velocity(s)



  vx = speed * Math.cos(angle);
  vy = speed * Math.sin(angle);
  

convert angular acceleration(s)



  ax = force * Math.cos(angle);
  ay = force * Math.sin(angle);
  

add velocity(s)



  sprite.x += vx;
  sprite.y += vy;
  

add acceleration(s)



  vx += ax;
  vy += ay;