I have no experience with lwjgl.
However, it looks like a question of math to me. So if you know the distance and angle of the 'trajectory' you can convert from polar coordinates (distance, angle) to cartesian coordinates (x, y).
The conversion is simple:
x = distance * cos(angle)
and
y = distance * sin(angle)
.
Then you simply need to add the x and y of the start coordinates.
I recommend to play around with examples of processing to get a feeling for a solution in lwjgl.
As a starter for processing you can use this snippet:
//start coordinates
float startx;
float starty;
//radius
float r;
//angle
float theta;
void setup() {
size(640, 360);
background(0);
// Initialize all values
startx = width/2;
starty = height/2;
r = random(startx);
theta = -0.5;
}
void draw() {
// Translate the origin point to the center of the screen
translate(startx, starty);
// Convert polar to cartesian
float x = r * cos(theta);
float y = r * sin(theta);
// Draw the ellipse at the cartesian coordinate
ellipseMode(CENTER);
fill(200);
ellipse(x, y, 12, 12);
color c = #FFCC00;
stroke(c);
line(0,0,x,y);
}