Fixed bug that was causing vertical jewel movements to have no inTransit phase (progress auto set to 1), by inserting a missing equals sign
Prevented relinquishJewel from giving up a jewel which is still inTransit (hasn't finished animation of arriving in socket)
Wrote setCurrentJewelDestination to be a little less optimal but a little more clear
Renamed switchBack to legalMove (with inverted bool values) to improve the intuitiveness of the process
Added a fixed timestep system to accumulate SDL_ticks() up to the timestep and animate jewel movements (and everything else) with the same size timestep each time, improving the evenness of animation speeds
Added an accumulating timer to the process of switching back illegal moves, allowing for a small pause before the switch back occurs, for improved visual feel
Added game over condition which occurs after the totalGameLength runs out
Displayed remaining time in seconds left on the clock
Displayed current score
Status: Playable!
Main bug remaming: ColorGroups not detected after grid collapse