public void Fire_Missile_Click(object sender, RoutedEventArgs e)
        {
            var sele = (UIElement)LogicalTreeHelper.FindLogicalNode(Enemy_Canvas, "selection");

            Enemy_Canvas.Children.Remove(sele);
            ///Clean this if statement up and convert to a switch statement
            //Create a rectangle that is dependant on if a hit or miss is achieved
            if (gameBoard.PerformTurn() == false)
            {
                if (gameBoard.playerOne.active == true)
                {
                    PlaceHitOrMiss(Enemy_Canvas, false);
                    Miss_Ratio.Content = "Miss: " + gameBoard.playerOne.playerGrid.misses;
                }
                else
                {
                    PlaceHitOrMiss(Player_Canvas, false);
                    Miss_Ratio.Content = "Miss: " + gameBoard.playerTwo.playerGrid.misses;
                }
            }
            else
            {
                Rectangle hit = CreateRectangle(true);
                Enemy_Canvas.Children.Add(hit);
                PlaceRectangle(hit);
                Fire_Missile.IsEnabled = false;
                Hit_Ratio.Content      = "Hit: " + gameBoard.playerOne.playerGrid.hits;
            }
        }