well, then each bullet shall have grid position coordinates px,py
The enemy ship has, as well, px,py Grid - coordinates.
So when you save the coordinates for each bullet, you check if bullets px/py coordinate are near ship px,py , something like pseudo code:
Code:
if abs(bulletPX(x)-EShip_px(x))<=2 and Abs(BulletPY(y)-EShip_Py(x))<=2 then
check for colision
endif
you should see what works better <=2 or <=1 , depending on the grid size.