void performUpdate(void) { apply_gravity(); move_balls(10); handleBallBallCollisions(); handleBallWallCollisions(); }
void BlockManager::drill(int x, int y) { Block * block = current_level[x][y]; if(block) { // destroy the block block->destroy(); // clean up blocks queued for destruction clean_up(); // now tell the block manager to initiate falling procedures for remaining blocks apply_gravity(); } }