On the Amiga, to handle the case where the ball is travelling at 6 pixels per frame I had the main loop go around 6 times (to check collisions with bricks etc) before updating the screen. I didn't have to worry about multitasking though ;)
Similar situation here. If you lock the game at 60fps (please, 30 is far too low for an action game involving small sprites) then implementing delta time isn't as easy as adding extra units to the ball's coordinates because you'll end up getting the ball stuck in a brick, or not reacting correctly to corner collisions. You'll need to loop through the collision checking + movement updating loop extra times before updating the display instead.
Similar situation here. If you lock the game at 60fps (please, 30 is far too low for an action game involving small sprites) then implementing delta time isn't as easy as adding extra units to the ball's coordinates because you'll end up getting the ball stuck in a brick, or not reacting correctly to corner collisions. You'll need to loop through the collision checking + movement updating loop extra times before updating the display instead.