//name: private void CheckForRepeats(List<fallingLetter> currentCharList, fallingLetter tempStruct)
        //purpose: checks the currentCharList to ensure there are no repeat letters in it
        //parameters:   List<fallingLetter> currentCharList -  current fallingLetter list
        //              fallingLetter tempStruct - the newly created fallingLetter struct to compare to the list
        private void CheckForRepeats(List <fallingLetter> currentCharList, fallingLetter tempStruct)
        {
            int valueCount = 0;                  //count for how many of each letter are present in the list

            //loop compares the tempStruct to the current list, to ensure there are only unique letters. Repeats if a letter is duplicated in the list
            while (valueCount != 1)
            {
                //resets value count
                valueCount = 0;

                //iterates through the list comparing the temp value to the list values
                for (int j = 0; j < currentCharList.Count; j++)
                {
                    //if there is a match then increment valueCount (if there is only 1 of each letter then value count is 1 and that's what we want)
                    if (tempStruct.letter == currentCharList[j].letter)
                    {
                        valueCount++;

                        //if valueCount is > 1 that means there are duplicates, so generate a new random letter
                        if (valueCount > 1)
                        {
                            //subs a new random character into the tempStruct
                            tempStruct         = MakeNewFallingLetter();
                            currentCharList[j] = tempStruct;
                        }
                    }
                }
            }
        }
        //name: private fallingLetter RemoveLetter(fallingLetter letterDestroyed)
        //purpose: neutralizes the values in a fallingLetter structure to be replaced with FillList
        private fallingLetter RemoveLetter(fallingLetter letterDestroyed)
        {
            letterDestroyed.letter    = '0';
            letterDestroyed.fallSpeed = 0;
            letterDestroyed.yLocation = 1;
            letterDestroyed.xLocation = 1;

            return(letterDestroyed);
        }