Help with my game

hi
i need help with this game im making
i need the sprite to not go thru the bitmap background how do i do this
heres the code if you need it
#include<SPI.h>
#include<Gamebuino.h>
Gamebuino gb;
const byte voodoo[] PROGMEM =
{
8,8,
B00111100,
B00111000,
B00111011,
B00111100,
B01011000,
B00011100,
B00100010,
B00100010,

};
const byte PROGMEM bull[] =
{
8,8,
B00000000,
B00000000,
B00111000,
B00000000,
B00000000,
B00000000,
B00000000,
B00000000,
};

const byte map1 [] PROGMEM = {
80,48,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B01111110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000001,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000001,B11111111,B10000000,B11111110,B00000000,B00000111,B11100000,B00000011,B11110000,B00000000,
B00000001,B11111111,B10000011,B11111111,B11110000,B00001111,B11110000,B00001111,B11111000,B00000000,
B00000001,B11111111,B10000011,B11111111,B11110000,B00001111,B11111100,B00111111,B11111110,B00000000,
B00000000,B01111110,B00000000,B01111111,B00000000,B00001111,B11110000,B00111111,B11111100,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00001111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00011111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00111111,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00011111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,B11110000,
B00001111,B11110011,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,B11111000,
B00000011,B11000111,B00000000,B00000000,B00000000,B00000000,B00000000,B00100000,B00000000,B00000100,
B01110011,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B01000000,B00000000,B00000010,
B01111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B11111111,
B00000011,B11000000,B00000000,B00000000,B00000000,B00010000,B00000000,B10000000,B00000000,B10000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00111111,B00000000,B10000000,B00000000,B10000001,
B00000111,B11100000,B00000000,B00000000,B11111111,B11111111,B11100000,B10000000,B00000000,B10000001,
B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
};
int bull_x = LCDWIDTH/2;
int bull_y = LCDHEIGHT/2;
int voodoo_x = LCDWIDTH/2;
int voodoo_y = LCDHEIGHT/2;
const uint16_t revolver_sound[] PROGMEM = {0x0045, 0x7049, 0x17C, 0x784D, 0x42C, 0x0000};
void setup() {
gb.begin();
gb.titleScreen(F(“fortnite”));
gb.popup(F(“100left”), 10);
}

void loop() {
if(gb.update()){

if(gb.buttons.pressed(BTN_C)){
gb.titleScreen(F(“fortnite”));
}

if(gb.buttons.repeat(BTN_RIGHT,1)){
gb.sound.playCancel();
voodoo_x = voodoo_x + 1;
bull_x = bull_x + 1;}

if(gb.buttons.repeat(BTN_LEFT,1)){
gb.sound.playCancel();
voodoo_x = voodoo_x - 1;
bull_x = bull_x - 1;}

if(gb.buttons.repeat(BTN_DOWN,1)){
gb.sound.playCancel();
voodoo_y = voodoo_y + 1;
bull_y = bull_y + 1;}

if(gb.buttons.repeat(BTN_UP,1)){
gb.sound.playCancel();
voodoo_y = voodoo_y - 1;
bull_y = bull_y - 1;}

if(gb.buttons.repeat(BTN_B,1)){
bull_x = bull_x + 10;
gb.sound.playPattern(revolver_sound, 0);
}

gb.display.setColor(INVERT);
gb.display.drawBitmap(voodoo_x, voodoo_y, voodoo);
gb.display.drawBitmap(bull_x, bull_y, bull);
gb.display.drawBitmap(0,0,map1);
}
}

any help would be appiciated

First clean your screen

Then display your bitmap with
gb.display.drawBitmap(0,0,map1);

Then display your sprites
gb.display.drawBitmap(voodoo_x, voodoo_y, voodoo);
gb.display.drawBitmap(bull_x, bull_y, bull);

Next add the limit test to move your sprite to keep your sprites in the screen (or not let him go to far away at less) (maybe can move left only if vodoo and bull x > -8 and move right only if x < LCDWIDTH or if sprites can’t go out of screen test x > 0 to move LEFT and x < LCDWIDTH - 8

Say me if it’s works fine or else please say me the problem