Here's one for the physics behavior:
But you can do it without with simply:
global number gravity=1000
global number speed=200
global number step=0.1
global number vx=0
global number vy=0
global number x=0
global number y=0
every tick
--- dot: destroy
--- set x to cannon.x
--- set y to cannon.y
--- set vx to speed*cos(cannon.angle)
--- set vy to speed*sin(cannon.angle)
repeat 100 times
--- add gravity*step to vy
--- add vx*step to x
--- add vy*step to y
--- create dot at (x,y)