static void ComperMoonsZ(Moon moonA, Moon moonB)
        {
            //need three way logic here for ==s
            int vz = 0;

            vz = moonA.Postion.Z < moonB.Postion.Z ? 1 : -1;
            vz = moonA.Postion.Z == moonB.Postion.Z ? 0 : vz;

            Vector3 va = new Vector3(0, 0, vz);

            moonA.AddVelocity(va);

            Vector3 vb = new Vector3(0, 0, vz * -1);

            moonB.AddVelocity(vb);
        }
        //Axises are indepent so we should split this out really
        //Just doing one for testing now
        static void ComperMoonsX(Moon moonA, Moon moonB)
        {
            //need three way logic here for ==s
            int vx = 0;

            vx = moonA.Postion.X < moonB.Postion.X ? 1 : -1;
            vx = moonA.Postion.X == moonB.Postion.X ? 0 : vx;


            Vector3 va = new Vector3(vx, 0, 0);

            moonA.AddVelocity(va);

            Vector3 vb = new Vector3(vx * -1, 0, 0);

            moonB.AddVelocity(vb);
        }
        static void ComperMoonsY(Moon moonA, Moon moonB)
        {
            //need three way logic here for ==s

            int vy = 0;

            vy = moonA.Postion.Y < moonB.Postion.Y ? 1 : -1;
            vy = moonA.Postion.Y == moonB.Postion.Y ? 0 : vy;


            Vector3 va = new Vector3(0, vy, 0);

            moonA.AddVelocity(va);

            Vector3 vb = new Vector3(0, vy * -1, 0);

            moonB.AddVelocity(vb);
        }