The blocks lose traveled distance when they enter the wall based on how far they entered the wall, because you reset the position to the bounds of the rectangle. Think about the problem in 1D. If you have a line from 0 to 100 and 2 points:
P1 = 90
P2 = 100
If you take movespeed = 7 and apply one frame of your algorithm, then
P1 = 90+1*7 = 97
P2 = 100+1*7 = 107
Then apply 1 more frame for the direction switch
P1 = 97+1*7 = 104
P2 = min(100, 107)-1*7 = 93
Now you can see the points have a separation of 11 instead of 10
Next frame
P1 = min(100, 104) - 1*7 = 97
P2 = 93-1*7 = 86
... So the problem is that the distance traveled in reduced when a cube leaves and enters the bounding rectangle. Remove the lines that clip the position.
block->sprite->position.x = viewportWidth - block->sprite->width;
and
block->sprite->position.x = 0;
EDIT:
This won't completely fix your problem though. Let's say you have 2 points again:
P1 = 92
P2 = 93
After 1 frame :
P1 = 92 + 7 = 99
P2 = 93 + 7 = 100
Next frame
P1 = 106
P2 = 93
So they still end up with different spacing. The solution is to buffer the position after it hits the wall, so the spacing is still the same. i.e.
If P1 = 95 and you add the 7, then P1 = 100 + (100-(95+7)) = 98
Meaning that P1 traveled a distance of 7. 5 towards the wall and 2 away from the wall.
Away to implements this would be to change the previous lines to the following...
block->sprite->position.x = 2*(viewportWidth - block->sprite->width) - (block->sprite->position.x+movespeed);
and
block->sprite->position.x = -(block->sprite->position.x-movespeed);
and include the normal movement code in an else bracket
else
{
block->sprite->position.x += speed * block->dir;
}