anchor.diff:    resetGame();
   }
   
  -void gameover_update() {
  -  if (wipedown) {
  -    for (var x = 0; x <= data[gameoverRow].length; x++) {
  -      data[gameoverRow][x] = 4;
  +void gameOverUpdate() {
  +  if (wipeDown) {
  +    for (var x = 0; x <= data[gameOverRow].length; x++) {
  +      data[gameOverRow][x] = 4;
       }
       setVectorToMemory();
  -    gameoverRow++;
  -    if (gameoverRow >= blocksPerHeight - 1) {
  -      gameoverRow = blocksPerHeight - 1;
  -      wipedown = false;
  +    gameOverRow++;
  +    if (gameOverRow >= blocksPerHeight - 1) {
  +      gameOverRow = blocksPerHeight - 1;
  +      wipeDown = false;
       }
     } else {
  -    for (var x = data[gameoverRow].length; x > -1; x--) {
  -      data[gameoverRow][x] = 0;
  +    for (var x = data[gameOverRow].length; x > -1; x--) {
  +      data[gameOverRow][x] = 0;
       }
       setVectorToMemory();
  -    gameoverRow--;
  -    if (gameoverRow < 0) {
  +    gameOverRow--;
  +    if (gameOverRow < 0) {
         gameover_update_complete();
  -      wipedown = true;
  +      wipeDown = true;
       }
     }
   }
  
positive.code: 
    switch (uMsg) {
      case WM_SIZE:
        final ClientRect = RECT.allocate();
        GetClientRect(hwnd, ClientRect.addressOf);
        final Width = ClientRect.right - ClientRect.left;
        final Height = ClientRect.bottom - ClientRect.top;
        init(Width, Height);
        break;
  
      case WM_DESTROY:
        PostQuitMessage(0);
        break;
  
      case WM_GETMINMAXINFO:
        final info = Pointer<MINMAXINFO>.fromAddress(lParam).ref;
        info.ptMinTrackSizeX = 400;
        info.ptMinTrackSizeY = 400;
        break;
  
      case WM_PAINT:
        final ps = PAINTSTRUCT.allocate();
        final dc = BeginPaint(hwnd, ps.addressOf);
        final X = ps.rcPaintL;
        final Y = ps.rcPaintT;
        final Width = ps.rcPaintR - ps.rcPaintL;
        final Height = ps.rcPaintB - ps.rcPaintT;
  
        final rect = RECT.allocate();
        GetClientRect(hwnd, rect.addressOf);
        update();
        draw(dc, rect, X, Y, Width, Height);
        EndPaint(hwnd, ps.addressOf);
        free(ps.addressOf);
        break;
  
  
negative.code:     }
    }
  
    // now write the grid to memory
    setVectorToMemory();
  }
  
  