private void CollisionDetection(Ship s, Ship e, int index)
        {
            //check cannon balls
            for (int j = s.getCBA().Count - 1; j >= 0; j--)
            {
                CannonBall cB = s.getCBA().ElementAt(j);
                if (cB.BoundingBox.Intersects(e.BoundingBox))
                {
                    Console.WriteLine("\nCOLLISION CB "+ j + ": \n" + cB.BoundingBox.Print() + "\nAGAINST: \n" + e.BoundingBox.Print()+"\n");
                    //deal damage to enemy
                    e.takeDamage(cB.getDamage());
                    //remove cannon ball

                    //if the ship is not a player frigate, remove the cannon ball upon contact
                    if (s.GetType() != typeof(Player_Frigate))
                        s.getCBA().Remove(cB);
                    //if it is a player frigate, check to see if it's ability is activated, if not, then remove the cannon ball upon contact.  Else, leave the cannon balls alone
                    else
                    {
                        if (((Player)(s)).getShipState() != Ship.ShipState.AbilityActivated)
                            s.getCBA().Remove(cB);
                    }
                }//end if collision
                //check if the ship should be sunk
            }//end for j

            //if s is the player, then check if it is a brig and has its ability activated
            if (s == player)
            {
                if (player.GetType() == typeof(Player_Brig) && player.getShipState() == Ship.ShipState.AbilityActivated)
                    if (s.BoundingBox.Intersects(e.BoundingBox))
                    {
                        e.takeDamage(s.getDamage());
                    }
            }

            //check if the ship should be sunk
            if (e.getHealth() <= 0)
            {
                if (e.GetType() == typeof(Player_Brig) || e.GetType() == typeof(Player_Frigate) || e.GetType() == typeof(Player_ManOfWar))
                {
                    UnloadContent();
                    EndRun();
                }
            }
        }