4) The method Xaer0 suggested may move the bullet several pixels at each time the formula is executed, which may lead the bullet to bypass something it shouldn't (such as a wall). The method that I suggested will give the bullet trajectory, pixel by pixel.
This might be a good place to point out that if you do collision detection in "pixel space", you are doing it wrong and should have a close look at why proper collision detection is very different from "checking for intersections every frame". After that you will realize why brute forcing collision detection by moving stuff in a painful pixel by pixel fashion to check every single one along the way is getting you down voted.
Sorry, but every time someone is throwing trigonometry at trivial problems it's making me cry.