the simplest way in 2D is to take angle 'ang', and distance 'd', and your starting point 'x' and 'y':
x1 = x + cos(ang) * distance;
y1 = y + sin(ang) * distance;
In 2D the rotation for any object can be just stored as a single value, ang.
using cos for x and sin for y is the "standard" way that almost everyone does it. cos(ang) and sin(ang) trace a circle out as ang increases. ang = 0 points right along the x-axis here, and as angle increases it spins counter-clockwise (i.e at 90 degrees it's pointing straight up). If you swap the cos and sin terms for x and y, you get ang = 0 pointing up along the y axis and clockwise rotation with increasing ang (since it's a mirror image), which could in fact be more convenient for making game, since y-axis is often the "forward" direction and you might like that increasing ang spins to the right.
x1 = x + sin(ang) * distance;
y1 = y + cos(ang) * distance;
Later you can get into vectors and matricies that do the same thing but in a more flexible manner, but cos/sin are fine to get started with in a 2D game. In a 3D game, using cos and sin for rotations starts to break down in certain circumstances, and you start really benefiting from learning the matrix-based approaches.