private void createDebris(float x, float y)
        {
            var sprite = new SpriteQuadTreeItem();

            //if (random.NextFloat() < 0.65f)
            //{
            //    var id = random.Next(0, 40) + 1;
            //    sprite.material = resources.createMaterialFromTexture("content/textures/satellite/sat (" + id + ").png");
            //}
            //else
            {
                var id = random.Next(0, 4) + 1;
                sprite.material = resources.createMaterialFromTexture("content/textures/moon chunks/meteordebris (" + id + ").png");
            }//sprite.material.SetBlendState(BlendState.Additive);
            //var sprite = _layer.createScript<ParallaxBackground>();
            sprite.material.SetSamplerState(SamplerState.LinearWrap);
            //sprite.speed = _speed;
            //sprite.transform.Scale = new Vector2(1.25f, 1.25f);
            //sprite.scale = new Vector2(0.5f, 0.5f);
            sprite.position    = new Vector2(x, y);
            sprite.renderQueue = Game.LAYER_PARALLAX3;
            sprite.size        = sprite.material.textureSize;
            //sprite.color = new Color(0.3f, 0.3f, 0.3f);
            addSprite(sprite);
        }
        private void genStarField(float x, float y)
        {
            var id = random.Next(0, 16) + 1;

            var sprite = new SpriteQuadTreeItem();

            sprite.material = resources.createMaterialFromTexture("content/textures/stars2/star (" + id + ").png");
            sprite.material.SetBlendState(BlendState.Additive);
            //var sprite = _layer.createScript<ParallaxBackground>();
            sprite.material.SetSamplerState(SamplerState.LinearWrap);
            //sprite.speed = _speed;
            //sprite.transform.Scale = new Vector2(1.25f, 1.25f);
            //sprite.scale = new Vector2(0.5f, 0.5f);
            sprite.position    = new Vector2(x, y);
            sprite.renderQueue = Game.LAYER_PARALLAX0;
            sprite.size        = sprite.material.textureSize;
            sprite.color       = new Color(0.3f, 0.3f, 0.3f);
            addSprite(sprite);
        }