I can give you the code I had:
StarFighter:
`starfighter
posx# = object position x(1)
posy# = object position y(1)
posz# = object position z(1)
angx# = object angle x(1)
angz# = object angle z(1)
`controls
mmx# = mousemovex() * 0.05
mmy# = mousemovey() * 0.05
xspeed# = xspeed# + mmx#
yspeed# = yspeed# - mmy#
if upkey() = 1 then zspeed# = 3.5 + speed#
if downkey() = 1 then zspeed# = 1.5 + speed#
if downkey() + upkey() = 0 then zspeed# = 2.0 + speed#
`move
posz# = posz# + zspeed#
`smoothen
xspeed# = xspeed# * traction#
yspeed# = yspeed# * traction#
posx# = posx# + xspeed#
posy# = posy# + yspeed#
angx# = wrapvalue(yspeed# * -15)
angz# = wrapvalue(xspeed# * -15)
angx# = curveangle(angx#, object angle x(1), 15)
angz# = curveangle(angz#, object angle z(1), 15)
`boundries
if posx# < -range_X# then posx# = -range_X#
if posx# > range_X# then posx# = range_X#
if posy# > range_Y# then posy# = range_Y#
if posy# < -range_Y# then posy# = -range_Y#
`update position
position object 1,posx#,posy#, posz#
rotate object 1,angx#, 0, angz#
`if the life is smaller than or equal to 0, you lose
if life# <= 0.0 then goto game_over
return
*originally written in DBP
I hope this clears some things.