I'm guessing from your capx that you've added events 7-10 to keep the player ship facing up?
If you want the player ship to face in the direction of movement, rotate the image 90 degrees clockwise in the image editor; 0 degrees starts at 3 o'clock, so if your ship is facing up in the image editor then it's pointing at 270. Be aware that when a bullet is created you will have to set its angle to the ship angle.
If you want to make your ship always face up the screen, keep the image facing up in the image editor (as it already is) and in the player object's 8-direction change the "Set angle" setting to "No".
Couple of other issues:
1) In event 6, you don't need to set the bullet and enemy direction every tick, just when they're created.
2) In event 11, you only want this to trigger once. To be honest I wouldn't use a wait action here at all. Instead I would add a condition to your keyboard input to only fire a bullet if the bullet value is greater than 0.
I've created a revised project for you that simplifies the code:
Here are some of the main changes:
1) Instead of having a trigger for each keyboard input, I have one trigger that checks for any keyboard input, then a check to see which input was made. This reduces the requirement for multiple trigger checks.
2) I added a condition to this event so that it only fires if the number of bullets is greater than 0.
3) I used the following expression to determine which image point to fire the bullet from:
This checks the last keyboard input (Keyboard.LastKeyCode), then converts it into a string (Keyboard.StringFromKeyCode), and then converts that string into an integer (int).
4) I set the bullet direction when it's created, based upon the player direction.
5) I set the enemy direction when it's created.
6) I've set the parallax of the text layer to 0,0. This keeps the layer fixed and the text object in the top left corner.
Hope that helps!