You are misapplying the fundamental equations of motion here. In the example above you are in effect, cancelling out the effect of gravity by adding it back in.
The entirety of the effect of gravity is already taken into account by updating your velocity. Additionally, it doesn't make sense to be using absolute time in your incremental calculations and pretty much every instance of this.time should be replaced by deltaTime.
Also on a conceptual level you are evaluating a differential equation, and so this should all be in a loop. Additionally, you are way overcomplicating things. Fixed example:
this.speed = 60.0;
this.deltaTime = 0.0001;
this.endTime = 10.0;
this.x = 1.0;
this.y = 10;
this.ay = -9.8;
this.ax = 0;
this.angle = 45;
this.vx = this.speed*Math.cos(this.angle*(Math.PI/180.0))
this.vy = this.speed*Math.sin(this.angle*(Math.PI/180.0))
double time = 0.0;
while (time < this.endTime){
time += this.deltaTime;
this.x += this.vx*this.deltaTime;
this.y += this.vy*this.deltaTime;
this.vx += this.ax*this.deltaTime;
this.vy += this.ay*this.deltaTime;
}
Over time that will be a projectile in motion. Let me know if you have any questions.
Oh, looks like you implemented the code mostly right, the error is now in the way you're making your 2d Point and returning from your method. I'm not sure what IDE you're using, but it should really be giving you a compile error.
Point2D p = new Point2D.Double(x,y);
return p;
Should be replaced with:
return new Point2d.Double(this.x, this.y)