static void Main(string[] args)
        {
            Console.WriteLine("\tWelcome to Space Race.\n");
            do
            {
                //Setup the board
                Board.SetUpBoard();
                //Displays the text "This game is for 2 to 6 players." and "How many players (2-6):"
                EnterPlayersText();
                //Tries to parse the players text input into the numPlayers variable
                int numPlayers = TestPlayerTextInput();
                //Sets the number of players to what the user inputted
                SpaceRaceGame.NumberOfPlayers = numPlayers;
                //Sets up the players giving them their names, positions, square and the amount of fuel they have
                SpaceRaceGame.SetUpPlayers();
                //Plays the game
                PlayGame();
                //Code only gets to this line when someone has won the game
                Console.WriteLine("\n\n\tPress Enter key to continue ...\n\n\n\n\n");
                Console.ReadLine();
                PlayAgain();
            } while (exitGame == false);

            PressEnterToTerminate();
        }//end Main
        private void SingleStep(int playerNum)
        {
            if (this.eachStep == true)
            {
                for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)
                {
                    prevSquare[i] = SpaceRaceGame.Players[i].Position;
                }
                eachStep = false;
            }// save previous position

            SquareControlAt(prevSquare[playerNum]).ContainsPlayers[playerNum] = false; // remove token
            SpaceRaceGame.PlayOneTurn(playerNum);

            if (SpaceRaceGame.Players[playerNum].RocketFuel == 0)
            {
                MessageBox.Show(string.Format("{0} has 0 fuel.", SpaceRaceGame.Players[playerNum].Name));                                                   // check for 0 fuel
            }
            int onSquare = SpaceRaceGame.Players[playerNum].Position;

            SquareControlAt(onSquare).ContainsPlayers[playerNum] = true; // add token
            UpdatesPlayersDataGridView();                                // update all
            RefreshBoardTablePanelLayout();

            ToggleAll(false);

            EndGame();

            WinnerMessage(EndGame());
        } // end SingleStep() method
Пример #3
0
        private void RollButton_Click(object sender, EventArgs e)
        {
            exitButton.Enabled = false;
            if (noButton.Checked == true)
            {
                UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
                SpaceRaceGame.PlayOneRound();
                UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
                UpdatesPlayersDataGridView();
                CheckIfFinished();
            }
            if (yesButton.Checked == true)
            {
                UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
                SpaceRaceGame.PlayOneRound();
                UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
                UpdatesPlayersDataGridView();
                CheckIfFinished();
            }

            exitButton.Enabled          = true;
            resetButton.Enabled         = true;
            playersDataGridView.Enabled = false;
            numPlayerBox.Enabled        = false;
        }
Пример #4
0
 //All tokens move at once per turn
 private void MultiStep()
 {
     UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
     SpaceRaceGame.PlayOneRound();
     UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
     UpdatesPlayersDataGridView();
 }
Пример #5
0
        } //end GameEndReturn_PerPlayer

        /// <summary>
        /// This method lets the player play the game on a per round basis.
        /// One click of the roll button now acts upon every player, and each
        /// click is a new roudn.
        ///
        /// Pre:  Player selects "no" for the radio button option.
        /// Post: Game is evolved, per round, as the roll button is pushed
        /// </summary>
        ///
        /// <param name="gameEnd">The end game state.</param>
        /// <returns>Returns the game state.</returns>
        private bool GameEndReturn_PerRound(ref bool gameEnd)
        {
            // Play One Round
            roundEnd = true;
            SpaceRaceGame.PlayOneRound(die1, die2);
            fuelEmptyCount = 0;

            // Game End test - Play One Round
            for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)// for each player
            {
                // Test if player is at Finish update endTxt and gameEnd
                if (SpaceRaceGame.Players[i].AtFinish)
                {
                    gameEnd = true;
                    endTxt += String.Format("\t{0}", SpaceRaceGame.names[i]);
                }

                if (SpaceRaceGame.Players[i].RocketFuel == 0)
                {
                    fuelEmptyCount++;
                }
            }

            return(gameEnd);
        } //end GameEndReturn_PerRound
Пример #6
0
        /// <summary>
        /// Algorithm below currently plays only one game
        ///
        /// when have this working correctly, add the abilty for the user to
        /// play more than 1 game if they choose to do so.
        /// </summary>
        /// <param name="args"></param>
        static void Main(string[] args)
        {
            DisplayIntroductionMessage();

            /*
             * Set up the board in Board class (Board.SetUpBoard)
             * Determine number of players - initally play with 2 for testing purposes
             * Create the required players in Game Logic class
             * and initialize players for start of a game
             * loop  until game is finished
             *  call PlayGame in Game Logic class to play one round
             *  Output each player's details at end of round
             * end loop
             * Determine if anyone has won
             * Output each player's details at end of the game
             */
            Board.SetUpBoard();
            HowManyPlayers();
            SpaceRaceGame.SetUpPlayers();
            while (!GameOver())
            {
                PressEnterForRound();
                SpaceRaceGame.PlayOneRound();
                playerstats();
            }

            PressEnter();
        }//end Main
        private void GameResetButton_Click_1(object sender, EventArgs e)
        {
            // resets all the game state variables
            SpaceRaceGame.SomeoneHasWon = false;
            SpaceRaceGame.NoOneHasFuel  = false;
            SpaceRaceGame.PlayerCounter = 0;

            // removes the players from the board, and resets all of their respective variables
            for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)
            {
                UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
                SpaceRaceGame.Players[i].Position   = Board.START_SQUARE_NUMBER;
                SpaceRaceGame.Players[i].RocketFuel = Player.INITIAL_FUEL_AMOUNT;
                SpaceRaceGame.Players[i].Location   = Board.StartSquare;
                SpaceRaceGame.Players[i].HasPower   = true;
            }

            // resets the Single Step mode selection
            singleStepYesButton.Checked = false;
            singleStepNoButton.Checked  = false;

            // resets the selection for the number of players to match the "Starting" condition
            comboBox1.Text    = "6";
            comboBox1.Enabled = true;

            // primes the game for gameplay
            DetermineNumberOfPlayers();
            SpaceRaceGame.SetUpPlayers();
            PrepareToPlay();
        }
        } // end PressAny

        static void StartRound()
        {
            bool playerState = false;

            while (playerState == false) // while no one player has won yet
            {
                Console.WriteLine("\n\nPress Enter to play a round ...");
                Console.Read();
                SpaceRaceGame.PlayOneRound();
                for (int i = 0; i < SpaceRaceGame.Players.Count; i++)
                {
                    if (SpaceRaceGame.Players[i].AtFinish == true)
                    {
                        DisplayWinMessage(SpaceRaceGame.Players[i]);
                        playerState = true;
                        break; // end if any player wins
                    }

                    else if (SpaceRaceGame.AllPlayerFuel() == true)
                    {
                        playerState = true;
                        break; // end if all player has 0 fuel
                    }
                }

                if (playerState == false)
                {
                    DisplayCurrentPosition();                       // to prevent repeated displays
                }
                Console.Read();
            }
        } // End StartRound()
        /// <summary>
        /// Algorithm below currently plays only one game
        ///
        /// when have this working correctly, add the abilty for the user to
        /// play more than 1 game if they choose to do so.
        /// </summary>
        /// <param name="args"></param>
        static void Main(string[] args)
        {
            DisplayIntroductionMessage();
            Board.SetUpBoard();

            SpaceRaceGame.NumberOfPlayers = NumberOfPlayersInput();
            SpaceRaceGame.SetUpPlayers();

            StartRound();
            string nextRound = YesNoInput();             // store user's input

            while (nextRound == "Y" || nextRound == "y") // Loop to check for next game
            {
                NextGame();
                nextRound = YesNoInput();
            }

            /*
             * Set up the board in Board class (Board.SetUpBoard)
             * Determine number of players - initally play with 2 for testing purposes
             * Create the required players in Game Logic class
             * and initialize players for start of a game
             * loop  until game is finished
             *  call PlayGame in Game Logic class to play one round
             *  Output each player's details at end of round
             * end loop
             * Determine if anyone has won
             * Output each player's details at end of the game
             */

            PressEnter(); // Enter to terminate
            Console.Read();
        }//end Main
Пример #10
0
        }        //end DetermineNumberOfPlayers

        /// <summary>
        /// The players' tokens are placed on the Start square
        /// </summary>
        private void PrepareToPlay()
        {
            DetermineNumberOfPlayers();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            SpaceRaceGame.SetUp();
            InitGUIControls();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
        }        //end PrepareToPlay()
Пример #11
0
 //Select the number of player in the combo box
 private void numplayerBox_SelectedIndexChanged(object sender, EventArgs e)
 {
     UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
     SpaceRaceGame.Players.Clear();
     DetermineNumberOfPlayers();
     SpaceRaceGame.SetUpPlayers();
     UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
     UpdatesPlayersDataGridView();
 }
        }//end DetermineNumberOfPlayers

        /// <summary>
        /// The players' tokens are placed on the Start square
        /// </summary>
        private void PrepareToPlayGame()
        {
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            SpaceRaceGame.Players.Clear();
            SetupPlayersDataGridView();
            DetermineNumberOfPlayers();
            SpaceRaceGame.SetUpPlayers();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
        }//end PrepareToPlay()
Пример #13
0
        } //end UpdatePlayersGuiLocations

        private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
        {
            comboBox1.Enabled = false;
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            SpaceRaceGame.NumberOfPlayers = int.Parse(comboBox1.Text);
            SpaceRaceGame.SetUpPlayers();
            UpdatesPlayersDataGridView();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
        }
        } //end UpdatePlayersGuiLocations

        private void RollDiceButton_Click(object sender, EventArgs e)
        {
            // disables all the buttons/features except for the reset button
            exitButton.Enabled          = false;
            GameResetButton.Enabled     = true;
            playersDataGridView.Enabled = false;
            comboBox1.Enabled           = false;
            RollDiceButton.Enabled      = false;

            // removes the players from the board
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);

            // finds the new positions of the players, according to which mode is being played
            if (singleStepYesButton.Checked == true)
            {
                SpaceRaceGame.PlayOnePlayer();
            }

            else if (singleStepNoButton.Checked == true)
            {
                SpaceRaceGame.PlayOneRound();
            }

            // adds the players back to the board at their new positions an updates the GUI
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
            UpdatesPlayersDataGridView();

            // re-enables necessary features after this process
            RollDiceButton.Enabled = true;
            exitButton.Enabled     = true;

            // determines if no one has any fuel
            if (SpaceRaceGame.NoOneHasFuel == true)
            {
                RollDiceButton.Enabled = false;
                MessageBox.Show("The Game is Over, because everyone has run out of fuel!");
            }

            // determines if someone has won the game
            if (SpaceRaceGame.SomeoneHasWon == true)
            {
                string text = "";

                RollDiceButton.Enabled = false;

                for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)
                {
                    if (SpaceRaceGame.Players[i].Position == 55)
                    {
                        text = text + SpaceRaceGame.Players[i].Name + "\n\t";
                    }
                }

                MessageBox.Show("The following player(s) have finished the game\n\n\t" + text);
            }
        }
        }//end Main

        /// <summary>
        /// Display a welcome message to the console
        /// Pre:    none.
        /// Post:   A welcome message is displayed to the console.
        /// </summary>
        static void DisplayIntroductionMessage()
        {
            Console.Clear();
            Console.WriteLine("\tWelcome to Space Race.\n");
            Console.WriteLine("\tThis game is for 2 to 6 players.");
            Console.Write("\tHow many players (2-6): ");
            SpaceRaceGame.NumberOfPlayers = InputCheck();
            Board.SetUpBoard();
            SpaceRaceGame.SetUpPlayers();
        } //end DisplayIntroductionMessage
        } // end YesNoInput() returns user's input

        static void NextGame()
        {
            SpaceRaceGame.NumberOfPlayers = NumberOfPlayersInput();
            for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)
            {
                SpaceRaceGame.Players.Clear(); // remove player for a new set
            }
            SpaceRaceGame.SetUpPlayers();      // sets up accordingly once cleared
            StartRound();
        } // End NextGame()
Пример #17
0
        }//end PrepareToPlay()

        private void NoButton_Click(object sender, EventArgs e)
        {
            stepBox.Enabled    = false;
            rollButton.Enabled = true;
            // Play 1 round when clicking no
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            SpaceRaceGame.PlayOneRound();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
            UpdatesPlayersDataGridView();
            CheckIfFinished();
        }
Пример #18
0
 public SpaceRaceForm()
 {
     InitializeComponent();
     Board.SetUpBoard();
     ResizeGUIGameBoard();
     SetUpGUIGameBoard();
     SetupPlayersDataGridView();
     DetermineNumberOfPlayers();
     SpaceRaceGame.SetUpPlayers();
     PrepareToPlay();
 }
        } // end SingleStep() method

        private void AllStep()
        {
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            SpaceRaceGame.PlayOneRound();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
            UpdatesPlayersDataGridView();
            resetButton.Enabled = true;
            ToggleAll(false);
            EndGame();
            WinnerMessage(EndGame());
        } // no single step
Пример #20
0
 // Play one turn if GameState is unfinished and singled step is enabled [OC]
 private void GUIPlayOneTurn()
 {
     if (SpaceRaceGame.GameState == -1)
     {
         btnRoll.Enabled = false;
         UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
         SpaceRaceGame.PlayOneTurn();
         UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
         UpdatesPlayersDataGridView();
         btnRoll.Enabled = true;
     }
 }
 public SpaceRaceForm()
 {
     InitializeComponent();
     Board.SetUpBoard();
     ResizeGUIGameBoard();
     SetUpGUIGameBoard();
     SetupPlayersDataGridView();
     DetermineNumberOfPlayers();
     SpaceRaceGame.SetUpPlayers();
     PrepareToPlay();
     resetButton.Enabled    = false;
     rollDiceButton.Enabled = false;
 }
Пример #22
0
        }//end DetermineNumberOfPlayers

        /// <summary>
        /// The players' tokens are placed on the Start square
        /// </summary>
        private void PrepareToPlayGame()
        {
            // More code will be needed here to deal with restarting
            // a game after the Reset button has been clicked.
            //
            // Leave this method with the single statement
            // until you can play a game through to the finish square
            // and you want to implement the Reset button event handler.
            //
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            SpaceRaceGame.SetUpPlayers();

            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
        }//end PrepareToPlay()
        static void DisplayRanking()
        {
            //from : game logic - SpaceRaceGame
            //display for each player and wait for user to hit ENTER
            Console.WriteLine(SpaceRaceGame.DisplayGameResults());

            Console.WriteLine("\tIndividual players finished at the locations specified.");
            foreach (Player player in SpaceRaceGame.Players)
            {
                Console.WriteLine(String.Format("\n\t\t{0} with {1} yottawatt of power at square {2}", player.Name, player.RocketFuel, player.Position));
            }
            Console.WriteLine("\n\n\tPress Enter key to continue...");
            Console.ReadLine();
        }
Пример #24
0
        /// <summary>
        /// Display the game results and
        /// wait for user to press enter key to advance
        /// </summary>
        static void PrintGameResults()
        {
            // Display Game Results
            Console.WriteLine(SpaceRaceGame.DisplayGameResults());
            //Individual Results
            Console.WriteLine("\n\nIndividual players finished at the locations specified.");
            foreach (Player player in SpaceRaceGame.Players)
            {
                Console.WriteLine(String.Format("\n\n\n{0} with {1} yottawatt of power at square {2}", player.Name, player.RocketFuel, player.Position));
            }

            // Wait for Enter Press
            Console.WriteLine("\n\n\nPress Enter key to continue...");
            Console.ReadLine();
        }
Пример #25
0
        } //end initializeGlobalVariables

        /// <summary>
        ///  This method employs the per player gameplay, selected
        ///  from the radio button option "yes". Each click
        ///  of the roll button acts on an individual player.
        ///
        /// Pre:  Player selects "uyes" for the radio button option.
        /// Post: Game is evolved, per player, each time the roll button is pressed.
        /// </summary>
        ///
        /// <param name="gameEnd">The end game state.</param>
        /// <returns>Returns the game state.</returns>
        private bool GameEndReturn_PerPlayer(ref bool gameEnd)
        {
            // Reset player count if new round
            if (countPlayer == SpaceRaceGame.NumberOfPlayers)
            {
                countPlayer    = 0;
                fuelEmptyCount = 0;
            }

            // test if the round has ended, to pass to the reset button
            if (countPlayer == SpaceRaceGame.NumberOfPlayers - 1)
            {
                roundEnd = true;
            }
            else
            {
                roundEnd = false;
            }


            // Single-step for player "CountPlayer"
            SpaceRaceGame.StepPlayer(countPlayer, die1, die2);


            // Player End test - Step Play
            if (SpaceRaceGame.Players[countPlayer].AtFinish)
            {
                endTxt += String.Format("\t{0}", SpaceRaceGame.names[countPlayer]);
                stepEnd = true;
            }


            // Game End test - Step Play
            if ((countPlayer == (SpaceRaceGame.NumberOfPlayers - 1) && stepEnd))
            {
                gameEnd = true;
            }

            //
            if (SpaceRaceGame.Players[countPlayer].RocketFuel == 0)
            {
                fuelEmptyCount++;
            }

            countPlayer++; // increment player to take a step

            return(gameEnd);
        } //end GameEndReturn_PerPlayer
Пример #26
0
 private void btGameReset_Click(object sender, EventArgs e)
 {
     rbtStepYes.Checked        = false;
     rbtStepNo.Checked         = false;
     cbNumberOfPlayers.Text    = SpaceRaceGame.MAX_PLAYERS.ToString();
     cbNumberOfPlayers.Enabled = true;
     UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
     DetermineNumberOfPlayers();
     SpaceRaceGame.SetUpPlayers();
     dgvPlayers.Enabled   = true;
     btExit.Enabled       = true;
     btGameReset.Enabled  = true;
     btGameRoll.Enabled   = false;
     gbSingleStep.Enabled = true;
     PrepareToPlay();
 }
        private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
        {
            // changes the number of players according to the new number in the combobox
            for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)
            {
                UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);
            }

            // disables the combobox so the player can't change the number of players again
            comboBox1.Enabled = false;

            // re-initiates the process of counting the number of players and updates the GUI accordingly
            DetermineNumberOfPlayers();
            SpaceRaceGame.SetUpPlayers();
            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
        }
Пример #28
0
        private void button1_Click(object sender, EventArgs e)
        {
            RollDiceButton_Click.Enabled = false;
            button2.Enabled             = false;
            exitButton.Enabled          = false;
            groupBox1.Enabled           = false;
            comboBox1.Enabled           = false;
            playersDataGridView.Enabled = false;

            UpdatePlayersGuiLocations(TypeOfGuiUpdate.RemovePlayer);


            //Play one round
            SpaceRaceGame.PlayOneRound();

            //reset available if round finishes on single step
            if (SpaceRaceGame.SingleStep)
            {
                //from game logic - SpaceRaceGame.PlayOneRound()
                if (SpaceRaceGame.PlayerNum == 0)
                {
                    button2.Enabled    = true;
                    exitButton.Enabled = true;
                }
            }
            else
            {
                button2.Enabled    = true;
                exitButton.Enabled = true;
            }


            UpdatePlayersGuiLocations(TypeOfGuiUpdate.AddPlayer);
            UpdatesPlayersDataGridView();


            //allow rolls
            RollDiceButton_Click.Enabled = true;


            //if game is finished - remove roll availability
            if (SpaceRaceGame.GameFinished)
            {
                RollDiceButton_Click.Enabled = false;
                var msg_box = MessageBox.Show(SpaceRaceGame.DisplayGameResults());
            }
        }
Пример #29
0
        /// <summary>
        /// Algorithm below currently plays only one game
        ///
        /// when have this working correctly, add the abilty for the user to
        /// play more than 1 game if they choose to do so.
        /// </summary>
        /// <param name="args"></param>
        static void Main(string[] args)
        {
            DisplayIntroductionMessage();
            Board.SetUpBoard();

            /*
             * Set up the board in Board class (Board.SetUpBoard)
             * Determine number of players - initally play with 2 for testing purposes
             * Create the required players in Game Logic class
             * and initialize players for start of a game
             *
             * loop  until game is finished
             *  call PlayGame in Game Logic class to play one round
             *  Output each player's details at end of round
             * end loop
             * Determine if anyone has won
             * Output each player's details at end of the game
             */
            bool playagain = true;

            do
            {
                Console.WriteLine("Press Enter to play a round \n");

                //Clear players bindinglist
                //Clear all previous winners from winningPlayers
                //setup number of players
                //setup each pieces
                SpaceRaceGame.Players.Clear();
                SpaceRaceGame.winningPlayers.Clear();
                SpaceRaceGame.NumberOfPlayers = EnterNumberOfPlayers();
                SpaceRaceGame.SetUpPlayers();

                //loop until somebody wins the game
                //the game is displayed one round at a time
                //loops everytime the user types Y to playagain
                do
                {
                    SpaceRaceGame.PlayOneRound(); Console.ReadKey();
                } while (SpaceRaceGame.won == false);
                playagain = PlayAgain();
            } while (playagain == true);


            PressEnter();
        }//end Main
        private void DiceButton_Click(object sender, EventArgs e)
        {
            if (yesRadiobutton.Checked == true) // allow single step
            {
                SingleStep(playerStep);
                playerStep++;

                if (playerStep == SpaceRaceGame.NumberOfPlayers)
                {
                    eachStep            = true;
                    resetButton.Enabled = true;
                    exitButton.Enabled  = true;
                    playerStep          = 0; // reset to first player's turn
                }

                else
                {
                    for (int i = 0; i < SpaceRaceGame.NumberOfPlayers; i++)
                    {
                        if (SpaceRaceGame.Players[i].Position == Board.FINISH_SQUARE_NUMBER)
                        {
                            resetButton.Enabled = true;
                            break;
                        }

                        else
                        {
                            resetButton.Enabled = false;
                        }
                    } // enable after game ends;
                }
            }

            if (noRadiobutton.Checked == true)
            {
                AllStep(); // all move at once
            }

            if (SpaceRaceGame.AllPlayerFuel() == true)
            {
                MessageBox.Show("All players has 0 fuel."); // if all players run out of fuel
                exitButton.Enabled = true;
                diceButton.Enabled = false;
            }
        }