//public BackgroundSprite(Texture2D _texture, Vector2 _position, float _speed, float _speedConstant, float _screenWidth, float _screenHeight, Vector2 _direction)
        //{
        //    speed = _speed;
        //    speedConstant = _speedConstant;
        //    texture = _texture;
        //    position = _position;
        //    screenHeight = _screenHeight;
        //    screenWidth = _screenWidth;
        //    positionImage5 = position;
        //}
        /// <summary>
        /// Moves the bg in a positive horizontal position(left).
        /// </summary>
        /// <param name="_timeDelta">gameTime total elapsed seconds.</param>
        public void Update(GameTime gameTime, Controls cont, Vector2 _centerPosition)
        {
            float timeDelta = (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (cont.moveRight())
            {
                movingLeft = false;
                movingRight = true;
                venesPosition -= new Vector2(0.5f, 0);
            }
            else if (cont.moveLeft())
            {
                movingLeft = true;
                movingRight = false;
                venesPosition += new Vector2(0.5f, 0);
            }
            else if (cont.moveUp())
            {
                movingUp = true;
                movingDown = false;
                venesPosition += new Vector2(0, 0.5f);
            }
            else if (cont.moveDown())
            {
                movingUp = false;
                movingDown = true;
                venesPosition -= new Vector2(0, 0.5f);
            }

            //else
            //{
            //    movingUp = false;
            //    movingDown = false;
            //}

            /*
            if (movingUp)
                moveUp(timeDelta);
            if (movingDown)
                moveDown(timeDelta);
            if (movingLeft)
                moveLeft(timeDelta);
            if (movingRight)
                moveRight(timeDelta);

             */

            #region BG Repeater Right Movement

            if (positionImage1.X < (-texture.Width / 2) + _centerPosition.X - (texture.Width))
            {
                positionImage1.X = positionImage1.X + (texture.Width * 2);
                positionImage4.X = positionImage4.X + (texture.Width * 2);
                positionImage7.X = positionImage7.X + (texture.Width * 2);
            }

            if (positionImage2.X < (-texture.Width / 2) + _centerPosition.X - (texture.Width))
            {
                positionImage2.X = positionImage2.X + (texture.Width * 2);
                positionImage5.X = positionImage5.X + (texture.Width * 2);
                positionImage8.X = positionImage8.X + (texture.Width * 2);
            }

            if (positionImage3.X < (-texture.Width / 2) + _centerPosition.X - (texture.Width))
            {
                positionImage3.X = positionImage3.X - (texture.Width * 2);
                positionImage6.X = positionImage6.X - (texture.Width * 2);
                positionImage9.X = positionImage9.X - (texture.Width * 2);
            }

            #region w/o camera old code
            /////////////////////////////////////////////////////////
            //////////////////////  second row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage4.X < -1 * (texture.Width))
            //{
            //    positionImage4.X = positionImage4.X + (texture.Width * 2);
            //}

            //if (positionImage5.X < -1 * (texture.Width))
            //{
            //    positionImage5.X = positionImage5.X + (texture.Width * 2);
            //}
            //if (positionImage6.X < -1 * (texture.Width))
            //{
            //    positionImage6.X = positionImage6.X - (texture.Width * 2);
            //}

            /////////////////////////////////////////////////////////
            //////////////////////  third row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage7.X < -1 * (texture.Width))
            //{
            //    positionImage7.X = positionImage7.X + (texture.Width * 2);
            //}

            //if (positionImage8.X < -1 * (texture.Width))
            //{
            //    positionImage8.X = positionImage8.X + (texture.Width * 2);
            //}
            //if (positionImage9.X < -1 * (texture.Width))
            //{
            //    positionImage9.X = positionImage9.X - (texture.Width * 2);
            //}
            #endregion
            #endregion

            #region BG Repeater Left Movement

            if (positionImage1.X > _centerPosition.X - (texture.Width / 2) + (texture.Width))
            {
                positionImage1.X = positionImage1.X - (texture.Width * 2);
                positionImage4.X = positionImage4.X - (texture.Width * 2);
                positionImage7.X = positionImage7.X - (texture.Width * 2);
            }

            if (positionImage2.X > _centerPosition.X - (texture.Width / 2) + (texture.Width))
            {
                positionImage2.X = positionImage2.X - (texture.Width * 2);
                positionImage5.X = positionImage5.X - (texture.Width * 2);
                positionImage8.X = positionImage8.X - (texture.Width * 2);
            }

            if (positionImage3.X > _centerPosition.X - (texture.Width / 2) + (texture.Width))
            {
                positionImage3.X = positionImage3.X - (texture.Width * 2);
                positionImage6.X = positionImage6.X - (texture.Width * 2);
                positionImage9.X = positionImage9.X - (texture.Width * 2);
            }
            #region w/o camera old code
            /////////////////////////////////////////////////////////
            //////////////////////  second row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage4.X > (texture.Width))
            //{
            //    positionImage4.X = positionImage4.X - (texture.Width * 2);
            //}

            //if (positionImage5.X > (texture.Width))
            //{
            //    positionImage5.X = positionImage5.X - (texture.Width * 2);
            //}

            //if (positionImage6.X > (texture.Width))
            //{
            //    positionImage6.X = positionImage6.X - (texture.Width * 2);
            //}

            /////////////////////////////////////////////////////////
            //////////////////////  third row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage7.X > (texture.Width))
            //{
            //    positionImage7.X = positionImage7.X - (texture.Width * 2);
            //}

            //if (positionImage8.X > (texture.Width))
            //{
            //    positionImage8.X = positionImage8.X - (texture.Width * 2);
            //}

            //if (positionImage9.X > (texture.Width))
            //{
            //    positionImage9.X = positionImage9.X - (texture.Width * 2);
            //}

            #endregion
            #endregion

            #region BG Repeater Up Movement

            if (positionImage1.Y < (_centerPosition.Y - (texture.Width / 2)) - (texture.Height))
            {
                positionImage1.Y = positionImage1.Y + (texture.Height * 2);
                positionImage2.Y = positionImage2.Y + (texture.Height * 2);
                positionImage3.Y = positionImage3.Y + (texture.Height * 2);
            }

            if (positionImage4.Y < (_centerPosition.Y - (texture.Width / 2)) - (texture.Height))
            {
                positionImage4.Y = positionImage4.Y + (texture.Height * 2);
                positionImage5.Y = positionImage5.Y + (texture.Height * 2);
                positionImage6.Y = positionImage6.Y + (texture.Height * 2);
            }
            if (positionImage7.Y < (_centerPosition.Y - (texture.Width / 2)) - (texture.Height * 2))
            {
                positionImage7.Y = positionImage7.Y + (texture.Height * 2);
                positionImage8.Y = positionImage8.Y + (texture.Height * 2);
                positionImage9.Y = positionImage9.Y + (texture.Height * 2);
            }

            #region old code w/o camera

            /////////////////////////////////////////////////////////
            //////////////////////  second row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage4.Y < -1 * (texture.Height))
            //{
            //    positionImage4.Y = positionImage4.Y + (texture.Height * 2);
            //}

            //if (positionImage5.Y < -1 * (texture.Height))
            //{
            //    positionImage5.Y = positionImage5.Y + (texture.Height * 2);
            //}
            //if (positionImage6.Y < -1 * (texture.Height))
            //{
            //    positionImage6.Y = positionImage6.Y - (texture.Height * 2);
            //}

            /////////////////////////////////////////////////////////
            //////////////////////  third row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage7.Y < -1 * (texture.Height))
            //{
            //    positionImage7.Y = positionImage7.Y + (texture.Height * 2);
            //}

            //if (positionImage8.Y < -1 * (texture.Height))
            //{
            //    positionImage8.Y = positionImage8.Y + (texture.Height * 2);
            //}
            //if (positionImage9.Y < -1 * (texture.Height))
            //{
            //    positionImage9.Y = positionImage9.Y - (texture.Height * 2);
            //}

            #endregion
            #endregion

            #region BG Repeater Down Movement

            if (positionImage1.Y > (_centerPosition.Y - (texture.Width / 2)) + (texture.Height))
            {
                positionImage1.Y = positionImage1.Y - (texture.Height * 2);
                positionImage2.Y = positionImage2.Y - (texture.Height * 2);
                positionImage3.Y = positionImage3.Y - (texture.Height * 2);
            }

            if (positionImage4.Y > (_centerPosition.Y - (texture.Width / 2)) + (texture.Height))
            {
                positionImage4.Y = positionImage4.Y - (texture.Height * 2);
                positionImage5.Y = positionImage5.Y - (texture.Height * 2);
                positionImage6.Y = positionImage6.Y - (texture.Height * 2);
            }
            if (positionImage7.Y > (_centerPosition.Y - (texture.Width / 2)) + (texture.Height * 2))
            {
                positionImage7.Y = positionImage7.Y - (texture.Height * 2);
                positionImage8.Y = positionImage8.Y - (texture.Height * 2);
                positionImage9.Y = positionImage9.Y - (texture.Height * 2);
            }

            #region old code w/o camera
            /////////////////////////////////////////////////////////
            //////////////////////  second row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage4.Y > texture.Height)
            //{
            //    positionImage4.Y = positionImage4.Y - (texture.Height * 2);
            //}

            //if (positionImage5.Y > texture.Height)
            //{
            //    positionImage5.Y = positionImage5.Y - (texture.Height * 2);
            //}
            //if (positionImage6.Y > texture.Height)
            //{
            //    positionImage6.Y = positionImage6.Y + (texture.Height * 2);
            //}

            /////////////////////////////////////////////////////////
            //////////////////////  third row  //////////////////////
            /////////////////////////////////////////////////////////

            //if (positionImage7.Y > texture.Height)
            //{
            //    positionImage7.Y = positionImage7.Y - (texture.Height * 2);
            //}

            //if (positionImage8.Y > texture.Height)
            //{
            //    positionImage8.Y = positionImage8.Y - (texture.Height * 2);
            //}
            //if (positionImage9.Y > texture.Height)
            //{
            //    positionImage9.Y = positionImage9.Y + (texture.Height * 2);
            //}

            #endregion

            #endregion
        }