Thanks, @Scott. It's good to have working code for an example.
Before I point out to the original poster how Angry Flappy Birds gets its parabola,
let me mention a side billiards project that might be useful for trigonometry and conservation of
momentum studies:
If you haven't seen the Angry Birds app yet, the idea is to have a slingshot
(in this case, a large capital Y) that can launch a bird into the air to hit a target.
(See the two screen shots).
(The slingshot doesn't line up with the launch points due to an inconsistency between
my emulator's resolution and Scott's device's resolution, and due to AI2's lack of
a facility to specify font height as a proportion of screen height. No matter.)
An initially inactive clock is used to update the bird sprite's position each clock tick.
(Some extra code to spin the target cat after it is hit can be ignored.)
The launch happens in the When Birdy Touch Up block.
The calculation of the X and Y velocity components is hidden in
the drag event block, where two globals are updated:
global ForwardSpeed and global UpwardSpeed.
The repeating timer SlingBirdyTimer calls UpdateBirdyPosition each tick
to add the two speeds to the birdy's X and Y positions respectively.
Because of gravity, that routine also slows the upward speed by adjusting
it by the gravity constant. (Because Canvas Y values increase downwards, not upwards.)
A separate routine draws red lines between successive positions
of the center of the bird, to show its trajectory.
You may notice that there is no (t squared ) calculation in this model,
only a ( delta V / delta t ) continual speed adjustment, so you would need slightly different
equations to model this.
I don't know if those would fit into your pre-calculus math.
I'll check my FAQ on this board to see if there is a good graph package I can
integrate into my own attempt.
ABG