Make the object move in the circle (asteroids game)

float ship_Pos_X=250, 
  ship_Pos_Y=250, 
  angle_of_the_Ship=0, 
  d1=55, 
  d2=30, 
  angle_of_wing=0.7;
float  x=0, 
  y=0, 
  x1=0, 
  y1=0, 
  x3=0, 
  y3=0;
float ship_Pos_X1=ship_Pos_X, 
  ship_Pos_Y1=ship_Pos_Y,
  angle_both_first=0,
  angle_both_second=0;
  
  
void setup()
{
  size(1000, 1000);
}
void draw()
{  
  calcPoints();
  drawSHIP();
  
  Move_Ship();
  newDimension();
}

void calcPoints()
{


  x =cos(angle_of_the_Ship)*d1;
  y =sin(angle_of_the_Ship)*d1;
  angle_both_first=angle_of_the_Ship+angle_of_wing;
  angle_both_second=angle_of_the_Ship-angle_of_wing;
  x1=cos(angle_both_first)*d2;
  y1=sin(angle_both_first)*d2;
  x3=cos(angle_both_second)*d2;
  y3=sin(angle_both_second)*d2;
}

void drawSHIP()
{
  fill(255);
  quad(ship_Pos_X1, ship_Pos_Y1, ship_Pos_X1-x1, ship_Pos_Y1-y1, ship_Pos_X1+x, ship_Pos_Y1+y, ship_Pos_X1-x3, ship_Pos_Y1-y3);
 if (key=='d'||key=='l')  {angle_of_the_Ship+=0.01;} 
  if (key=='a'||key=='j') {angle_of_the_Ship-=0.01;}
  if (key=='s' ||key=='k') {


  }

}
void Move_Ship()

{

ship_Pos_X1=ship_Pos_X1+cos(angle_of_the_Ship)*2;
ship_Pos_Y1=ship_Pos_Y1+sin(angle_of_the_Ship)*2;


if (ship_Pos_X1>width-30){ship_Pos_X1=ship_Pos_X;}
if (ship_Pos_Y1>height-30){ship_Pos_Y1=ship_Pos_Y;}
if (ship_Pos_X1<30) {ship_Pos_X1=-ship_Pos_X;}
if (ship_Pos_Y1<30) {ship_Pos_Y1=-ship_Pos_Y;}
}

void newDimension()
{
}

void keyPressed()
{ 

 
}