Since no one else has brought it up, I feel it is worthwhile to point out that Trigonometry is the bare minimum for 2D games development. It’s not that a person can’t program a game without understanding how to use the sine/cosine/tangent functions, but your solutions to certain development obstacles–such as a flying ship–are going to be hundreds upon hundreds of lines of code when the same logic could be more effectively implemented in dozens of lines or less using trig functions.
If you ever want to develop 3D games then Trigonometry by itself is not going to cut it. The material that is covered in third semester Calculus is all about describing three dimensional spaces. You also learn how to exploit vector multiplication with the dot and cross products to do stuff that is really impossible otherwise. These mathematical methods are absolutely fundamental in manipulating objects in 3D space.
As an analog to what I mentioned in the my last post regarding the trig functions, it is impossible to overstate how important vector multiplication is to 3D games development. Not knowing how they work is like not knowing how to add 1 + 1.
Also, if you want to understand anything at all about computer graphics (both 2D and 3D) then you should at least have some foundational comprehension of Linear Algebra.