So for the movement, the
50 refers to the radius, or distance between the player and the option, while the
cos(angle) refers to the displacement in x-position at that
angle. Similarly
sin(angle) is the displacement in y-position at that angle. (Speaking of this, your cos and sin are swapped, but in this case it doesn't really matter, it's just as though the angle is moved 90 degrees.)
Given this, if you wanted another option, you would have to set them to a different position around the player, but all you need for that is a different
angle (note that the current option moves by change in the angle around the player). So calling another
rendernightmare but using
angle+something instead would be enough. If you want nine of them, and all evenly spaced, you can divide the 360 degrees into 9 (40 degrees between each). You can do this automatically with an ascent loop:
let num_options = 9;
ascent(i in 0..num_options){
rendernightmare(i * 360/num_options);
}
Then giving
rendernightmare the angle as a parameter instead of making the initial angle random.