Implement optimizations to accommodate low-end machines. Use wrapped
textures to draw maps instead of the tiling method. Reduce lifetime of
transient entities such as the GeminiShot and Rubble. Also add a static
counter to GeminiShot to count and cap the number of these objects that
may be in existence. Add destroy method to GameEntities, to accommodate
GeminiShot's static counter. Introduce simple view culling in the second
room based on entities' Y position. Related, move getHitArea method to
GameEntities, so active area(s) can be identified for culling. Reduce
target FPS to 30, and adjust physics as needed. Turn off libGDX logging.