protected override void Draw(GameTime gameTime)
        {
            if (!gameStarted)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(startGameSplash, new Rectangle(0, 0, 180, 380), Color.White);
                spriteBatch.DrawString(scoreText, "WELCOME TO TETRIS 2!", new Vector2(33, 0), Color.OrangeRed);
                spriteBatch.DrawString(scoreText, "Rules: (Keys to Press)", new Vector2(0, 40), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "A to move LEFT", new Vector2(0, 80), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "D to move RIGHT", new Vector2(0, 120), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "P to move DOWN", new Vector2(0, 160), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "M to PAUSE", new Vector2(0, 200), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "R to RESET the game", new Vector2(0, 240), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "ESC to EXIT the game", new Vector2(0, 280), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "Finally, ", new Vector2(0, 320), Color.DodgerBlue);
                spriteBatch.DrawString(scoreText, "press ENTER to START!", new Vector2(0, 400), Color.LightGreen);
                spriteBatch.End();
            }
            if (pauseFlag == 1 && gameStarted)
            {
                spriteBatch.Begin();
                spriteBatch.DrawString(scoreText, "Paused", new Vector2(200, 420), Color.Red);
                spriteBatch.End();
            }
            else if (gameStarted)
            {
                GraphicsDevice.Clear(Color.CornflowerBlue);
                spriteBatch.Begin();

                // Using two nested for loops allows us to create our 20 x 10 block grid.
                // 20 x 10 = 20 rows and 10 columns
                // Rows
                for (int j = 0; j <= 19; j++)
                {
                    // Columns
                    for (int i = 0; i <= 9; i++)
                    {
                        spriteBatch.Draw(blockForGrid, new Vector2(i * 20, j * 20), Color.White);
                    }
                }

                // Draw the logo
                spriteBatch.Draw(tetrisLogo, new Vector2(210, 10), Color.White);

                // Draw the Score
                spriteBatch.DrawString(scoreText, "Score: " + score.ToString(), new Vector2(212, 240), Color.Yellow);

                /* Draw High Score (Only saves highscores of current session right now)
                 *
                 *
                 *
                 */


                spriteBatch.DrawString(scoreText, "Highscores:", new Vector2(212, 80), Color.White);

                for (int k = 0; k < 3; ++k)
                {
                    spriteBatch.DrawString(scoreText, (k + 1) + ". " + highscores[k].ToString(), new Vector2(270, 120 + (40 * k)), Color.White);
                }
                // Game Over text that spawns
                if (gameOver == true)
                {
                    for (int k = 0; k < 3; ++k) //Redraw the highscores in blue so it dissapears.
                    {
                        spriteBatch.DrawString(scoreText, (k + 1) + ". " + highscores[k].ToString(), new Vector2(270, 120 + (40 * k)), Color.CornflowerBlue);
                    }

                    spriteBatch.DrawString(scoreText, "Game Over", new Vector2(200, 360), Color.Red);
                    spriteBatch.DrawString(scoreText, "Press R to restart.", new Vector2(200, 400), Color.Red);

                    for (int k = 0; k < 3; ++k)
                    {
                        if (score == highscores[k] || scoreAlreadyAdded)
                        {
                            break;
                        }
                        else
                        {
                            if (k == 2 && score > highscores[k])
                            {
                                highscores[k] = score;
                            }
                            else if (highscores[k] > 0)
                            {
                                continue;
                            }
                            else
                            {
                                highscores[k]     = score;
                                scoreAlreadyAdded = true;
                            }
                            highscores.Sort();
                            highscores.Reverse();
                        }
                    }

                    for (int k = 0; k < 3; ++k) //Draw the updated highscores.
                    {
                        spriteBatch.DrawString(scoreText, (k + 1) + ". " + highscores[k].ToString(),
                                               new Vector2(270, 120 + (40 * k)), Color.White);
                    }
                }


                ///////////////////////////////////////////////////////////////////////
                // Checking if a row has been completed, if it has, increment the score
                // and bring every block down.
                ///////////////////////////////////////////////////////////////////////
                ///

                /*
                 * // Note, merge this with other statement OR DELETE IT
                 * if (digitalBoard[19, 0] == 1 && digitalBoard[19, 1] == 1 &&
                 *  digitalBoard[19, 2] == 1 && digitalBoard[19, 3] == 1 &&
                 *  digitalBoard[19, 4] == 1 && digitalBoard[19, 5] == 1 &&
                 *  digitalBoard[19, 6] == 1 && digitalBoard[19, 7] == 1 &&
                 *  digitalBoard[19, 8] == 1 && digitalBoard[19, 9] == 1)
                 * {
                 *  score += 100;
                 *
                 * }
                 */
                spriteBatch.End();



                spriteBatch.Begin();

                for (int f = 19; f > 0; f--)
                {
                    // Check if a row is filled. If a row is filled, delete the row
                    // increment your score and bring every block down.
                    if (digitalBoard[f, 0] == 1 && digitalBoard[f, 1] == 1 &&
                        digitalBoard[f, 2] == 1 && digitalBoard[f, 3] == 1 &&
                        digitalBoard[f, 4] == 1 && digitalBoard[f, 5] == 1 &&
                        digitalBoard[f, 6] == 1 && digitalBoard[f, 7] == 1 &&
                        digitalBoard[f, 8] == 1 && digitalBoard[f, 9] == 1)
                    {
                        // Bring blocks down from every row of the playing grid
                        for (int row = f; row > 0; row--)
                        {
                            // int row = 19; // DELETE ME LATER PLEASE

                            // For loop used to delete the nth row that is FILLED.
                            for (int i = 0; i < 10; i++)
                            {
                                // Arrays follow the _array[row,column] notation
                                // Constructor follows this _fallingBlock(this, blockColor, column, row)
                                deleteBlock = new fallingBlock(this, -21, locationXArray[row, i], locationYArray[row, i]); // ERROROROROR HEREEEEE 380!!!!!!! I FIXED IT!!!! 12/1/18 4:24 PM
                                Components.Add(deleteBlock);
                                digitalBoard[row, i] = 0;                                                                  // Reset that spot back to 0, indicating no
                                                                                                                           // block has been placed
                                blockColorArray[row, i] = -21;
                            }

                            // Now drop the (n-1)th row down and repopulate the digitalBoard
                            // after dropping the row, make row (n-1) clear for now

                            for (int i = 0; i < 10; i++) // handles the columns
                            {
                                // Dropping row
                                bringDownBlock = new fallingBlock(this, blockColorArray[row - 1, i],
                                                                  locationXArray[row, i], locationYArray[row, i]);
                                blockColorArray[row, i] = blockColorArray[row - 1, i];
                                Components.Add(bringDownBlock);

                                // Resetting the contents of the row that was dropped down
                                digitalBoard[row - 1, i]    = 0; // Reset that spot back to 0
                                blockColorArray[row - 1, i] = -21;

                                // Clear the dropped row
                                // Arrays follow the _array[row,column] notation
                                deleteBlock = new fallingBlock(this, -21, locationXArray[row - 1, i], locationYArray[row - 1, i]);
                                Components.Add(deleteBlock);
                                digitalBoard[row - 1, i] = 0; // Reset that spot back to 0, indicating no
                                                              // block has been placed

                                // Repopulating the digitalBoard
                                if (blockColorArray[row, i] == 0 || blockColorArray[row, i] == 3 || blockColorArray[row, i] == 1 || blockColorArray[row, i] == 2 ||
                                    blockColorArray[row, i] == 4 || blockColorArray[row, i] == 5 || blockColorArray[row, i] == 6 ||
                                    blockColorArray[row, i] == 7 || blockColorArray[row, i] == 8 || blockColorArray[row, i] == 9)
                                {
                                    digitalBoard[row, i] = 1;
                                }
                            }


                            score += 1; //
                        }

                        score += 1;
                        score += 100;
                        // Should increment score by 120. This can be changed if we
                        // want to increment it by a different score.
                        break;
                    } // end of the " if f " statement
                }     // end of " for f " loop

                spriteBatch.End();



                // r changes 12/11/18
                spriteBatch.Begin();

                if (clearTheBoard == true)
                {
                    /*
                     * for (int j = 0; j <= 19; j++)
                     * {
                     *  // Columns
                     *  for (int i = 0; i <= 9; i++)
                     *  {
                     *      spriteBatch.Draw(blockForGrid, new Vector2(i * 20, j * 20), Color.White);
                     *  }
                     * }
                     */

                    for (int j = 0; j < 20; j++)     // j = row
                    {
                        for (int i = 0; i < 10; i++) // i = column
                        {
                            // Arrays follow the _array[row,column] notation
                            // Constructor follows this _fallingBlock(this, blockColor, column, row)
                            deleteBlock = new fallingBlock(this, -21, locationXArray[j, i], locationYArray[j, i]); // ERROROROROR HEREEEEE 380!!!!!!! I FIXED IT!!!! 12/1/18 4:24 PM
                            Components.Add(deleteBlock);

                            /*
                             * digitalBoard[j, i] = 0; // Reset that spot back to 0, indicating no
                             *                        // block has been placed
                             * blockColorArray[j, i] = -21;
                             */
                        }
                    }

                    generateNewObject = 1;

                    clearTheBoard = false;
                }

                spriteBatch.End();



                // Generates a new block after placing the current Block.
                // This is drawn last so that it draws over other objects, so it
                // can be seen and not hide under other blocks.
                spriteBatch.Begin();

                if (generateNewObject == 1)
                {
                    // Create a new block
                    blockType = randomNumberGenerator();

                    currentBlock = new fallingBlock(this, blockType);
                    Components.Add(currentBlock); // add it to the Game1 object
                    generateNewObject = 0;

                    // Restarting the coordinates of the randomly generate shape

                    // Reset coordinates to match 1x1 shape
                    if (blockType == 0)
                    {
                        xBoard = 4; // change this for different blocks
                        yBoard = 0;
                    }

                    // Reset coordinates to match 1x3  "- - -" shape
                    else if (blockType == 1)
                    {
                        yBoard  = 0;
                        yBoard2 = 0;
                        yBoard3 = 0;

                        xBoard  = 4;
                        xBoard2 = 5;
                        xBoard3 = 6;
                    }
                    // Reset coordinates to match 3x1 vertical "- - -" shape
                    else if (blockType == 2)
                    {
                        yBoard  = 0;
                        yBoard2 = 1;
                        yBoard3 = 2;

                        xBoard  = 4;
                        xBoard2 = 4;
                        xBoard3 = 4;
                    }
                    // Reset coordinates to match 3x2 "L" shape
                    else if (blockType == 3)
                    {
                        yBoard  = 0;
                        yBoard2 = 1;
                        yBoard3 = 2;
                        yBoard4 = 2;

                        xBoard  = 4;
                        xBoard2 = 4;
                        xBoard3 = 4;
                        xBoard4 = 5;
                    }
                    //Reset coordinates for *
                    //                      * *
                    //                        *
                    else if (blockType == 4)
                    {
                        yBoard  = 0;
                        yBoard2 = 1;
                        yBoard3 = 1;
                        yBoard4 = 2;

                        xBoard  = 4;
                        xBoard2 = 4;
                        xBoard3 = 5;
                        xBoard4 = 5;
                    }
                    //Reset coordinates for the 2x2 block
                    else if (blockType == 5)
                    {
                        yBoard  = 0;    //Looks like this
                        yBoard2 = 0;    //  * *
                        yBoard3 = 1;    //  * *
                        yBoard4 = 1;

                        xBoard  = 4;
                        xBoard2 = 5;
                        xBoard3 = 4;
                        xBoard4 = 5;
                    }
                    //Reset coordinates
                    else if (blockType == 6)
                    {
                        yBoard  = 1;    //Looks like this
                        yBoard2 = 1;    //    * *
                        yBoard3 = 0;    //  * *
                        yBoard4 = 0;

                        xBoard  = 4;
                        xBoard2 = 5;
                        xBoard3 = 5;
                        xBoard4 = 6;
                    }
                    //Reset coordinates
                    else if (blockType == 7)
                    {
                        yBoard  = 0;    //Looks like this
                        yBoard2 = 0;    //  * *
                        yBoard3 = 1;    //    * *
                        yBoard4 = 1;

                        xBoard  = 4;
                        xBoard2 = 5;
                        xBoard3 = 5;
                        xBoard4 = 6;
                    }
                    //Reset coordinates
                    else if (blockType == 8)
                    {
                        //Vertical Z block
                        yBoard  = 2;    //Looks like this
                        yBoard2 = 1;    //    *
                        yBoard3 = 1;    //  * *
                        yBoard4 = 0;    //  *

                        xBoard  = 4;
                        xBoard2 = 4;
                        xBoard3 = 5;
                        xBoard4 = 5;
                    }
                    else if (blockType == 9)
                    {
                        //Upside down T
                        yBoard  = 1;    //Looks like this
                        yBoard2 = 1;    //   *
                        yBoard3 = 0;    // * * *
                        yBoard4 = 1;

                        xBoard  = 4;
                        xBoard2 = 5;
                        xBoard3 = 5;
                        xBoard4 = 6;
                    }
                }
                spriteBatch.End();
                base.Draw(gameTime);
            }
        }
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            // Creates the size for our "game window" //
            graphics.PreferredBackBufferHeight = 500;
            graphics.PreferredBackBufferWidth  = 500;
            graphics.ApplyChanges();

            // Makes the mouse visible to the user.
            this.IsMouseVisible = true;

            //game did not start yet
            gameStarted = false;

            // Generate the blockType using a randomNumberGenerator
            blockType = randomNumberGenerator();

            // Create the block that will be falling
            currentBlock = new fallingBlock(this, blockType);
            Components.Add(currentBlock); // add it to the Game1 object.

            // POTENTIAL ERROR HERE: Once we add more blocks, these xBoard and yBoard
            // coordinates might overlap write over each other, causing weird
            // out of bound exceptions.

            // ERROR - you get a out of bound exception of the "L" block is the block
            // that spawns first. This could be because it's coordinates are overwritten
            // by the 1x3 "---" block. This can be seen below.


            if (blockType == 0)
            {
                // 1x1 Block // BlockType = 0 //
                yBoard = 0;          // Looks like this
                xBoard = 4;          // *
            }
            else if (blockType == 1)
            {
                // 1x3 "---" Block // BlockType = 1 //
                yBoard  = 0;
                yBoard2 = 0;        // Looks like this
                yBoard3 = 0;        // * * *

                xBoard  = 4;
                xBoard2 = 5;
                xBoard3 = 6;
            }
            else if (blockType == 2)
            {
                // 3x1 block, the vertical version of " - - - " Block // BlockType = 2 //
                yBoard  = 0;
                yBoard2 = 1;
                yBoard3 = 2;

                xBoard  = 4;
                xBoard2 = 4;
                xBoard3 = 4;
            }
            else if (blockType == 3)
            {
                // 3x2 "L" Block // BlockType = 3 //
                yBoard  = 0;
                yBoard2 = 1;         // Looks like this
                yBoard3 = 2;         // *
                yBoard4 = 2;         // *
                                     // * *
                xBoard  = 4;
                xBoard2 = 4;
                xBoard3 = 4;
                xBoard4 = 5;
            }
            else if (blockType == 4)
            {
                //Vertical Z block
                yBoard  = 0;    //Looks like this
                yBoard2 = 1;    //  *
                yBoard3 = 1;    //  * *
                yBoard4 = 2;    //    *

                xBoard  = 4;
                xBoard2 = 4;
                xBoard3 = 5;
                xBoard4 = 5;
            }
            else if (blockType == 5)
            {
                yBoard  = 0;    //Looks like this
                yBoard2 = 0;    //  * *
                yBoard3 = 1;    //  * *
                yBoard4 = 1;

                xBoard  = 4;
                xBoard2 = 5;
                xBoard3 = 4;
                xBoard4 = 5;
            }
            else if (blockType == 6)
            {
                yBoard  = 1;    //Looks like this
                yBoard2 = 1;    //    * *
                yBoard3 = 0;    //  * *
                yBoard4 = 0;

                xBoard  = 4;
                xBoard2 = 5;
                xBoard3 = 5;
                xBoard4 = 6;
            }
            else if (blockType == 7)
            {
                yBoard  = 0;    //Looks like this
                yBoard2 = 0;    //  * *
                yBoard3 = 1;    //    * *
                yBoard4 = 1;

                xBoard  = 4;
                xBoard2 = 5;
                xBoard3 = 5;
                xBoard4 = 6;
            }
            else if (blockType == 8)
            {
                //Vertical Z block
                yBoard  = 2;    //Looks like this
                yBoard2 = 1;    //    *
                yBoard3 = 1;    //  * *
                yBoard4 = 0;    //  *

                xBoard  = 4;
                xBoard2 = 4;
                xBoard3 = 5;
                xBoard4 = 5;
            }
            else if (blockType == 9)
            {
                //Upside down T
                yBoard  = 1;    //Looks like this
                yBoard2 = 1;    //   *
                yBoard3 = 0;    // * * *
                yBoard4 = 1;

                xBoard  = 4;
                xBoard2 = 5;
                xBoard3 = 5;
                xBoard4 = 6;
            }
            base.Initialize();
        }