velocity += gravity * dt position += velocity * dt Simple Euler is sufficient for mobile 2D games; more accuracy is rarely needed. To handle many blocks, a grid-based spatial hash divides the level into cells. Only objects in adjacent cells are checked for collision (AABB or circle-based).
Example:
def on_touch_drag(start_pos, current_pos, slingshot_anchor): drag_vector = slingshot_anchor - current_pos force = min(drag_vector.length(), MAX_FORCE) * FORCE_FACTOR angle = atan2(drag_vector.y, drag_vector.x) initial_velocity = Vector2(force * cos(angle), force * sin(angle)) draw_trajectory(initial_velocity) After release, each frame updates: angry birds code