//state machine managing the movement between rooms static bool switchRoom() { switch (currentRoom) { case Rooms.tutorial0: if (Player.position.X > MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to tutorial1 currentRoom = Rooms.tutorial1; previousRoom = Rooms.tutorial0; CameraManager.SwitchCamera(Rooms.tutorial1); Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to tutorial4 currentRoom = Rooms.tutorial4; previousRoom = Rooms.tutorial0; CameraManager.SwitchCamera(Rooms.tutorial4); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.tutorial1: if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to tutorial2 currentRoom = Rooms.tutorial2; previousRoom = Rooms.tutorial1; CameraManager.SwitchCamera(Rooms.tutorial2); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X + Player.width < 0) {//move to tutorial0 currentRoom = Rooms.tutorial0; previousRoom = Rooms.tutorial1; CameraManager.SwitchCamera(Rooms.tutorial0); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X > MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to tutorial3 currentRoom = Rooms.tutorial3; previousRoom = Rooms.tutorial1; CameraManager.SwitchCamera(Rooms.tutorial3); Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.tutorial2: if (Player.position.Y+Player.height<0) { if (Player.position.X>= MapsManager.maps[(int)Rooms.tutorial1].RoomWidthtPx) {//move to tutorial3 currentRoom = Rooms.tutorial3; previousRoom = Rooms.tutorial2; CameraManager.SwitchCamera(Rooms.tutorial3); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx-Player.height; Player.position.X -= MapsManager.maps[(int)Rooms.tutorial1].RoomWidthtPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else {//move to tutorial1 currentRoom = Rooms.tutorial1; previousRoom = Rooms.tutorial2; CameraManager.SwitchCamera(Rooms.tutorial1); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } } else if (Player.position.X+Player.width<0) {//moveto tutorial4 currentRoom = Rooms.tutorial4; previousRoom = Rooms.tutorial2; CameraManager.SwitchCamera(Rooms.tutorial4); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.tutorial3: if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to tutorial2 currentRoom = Rooms.tutorial2; previousRoom = Rooms.tutorial3; CameraManager.SwitchCamera(Rooms.tutorial2); Player.position.X += MapsManager.maps[(int)Rooms.tutorial1].RoomWidthtPx; Player.position.Y = -10; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X<0) {//move to tutorial1 currentRoom = Rooms.tutorial1; previousRoom = Rooms.tutorial3; CameraManager.SwitchCamera(Rooms.tutorial1); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx-Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X> MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to churchBellTower0 currentRoom = Rooms.churchBellTower0; previousRoom = Rooms.tutorial3; CameraManager.SwitchCamera(Rooms.churchBellTower0); Player.position.X = 0; Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx- MapsManager.maps[(int)Rooms.tutorial3].RoomHeightPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.tutorial4: if (Player.position.X > MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to tutorial2 currentRoom = Rooms.tutorial2; previousRoom = Rooms.tutorial4; CameraManager.SwitchCamera(Rooms.tutorial2); Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y+Player.height<0) {//move to tutorial0 currentRoom = Rooms.tutorial0; previousRoom = Rooms.tutorial4; CameraManager.SwitchCamera(Rooms.tutorial0); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx-Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to escape2 currentRoom = Rooms.escape2; previousRoom = Rooms.tutorial4; CameraManager.SwitchCamera(Rooms.escape2); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.churchBellTower0: if (Player.position.X+Player.width<0) {//move to tutorial3 currentRoom = Rooms.tutorial3; previousRoom = Rooms.churchBellTower0; CameraManager.SwitchCamera(Rooms.tutorial3); Player.position.X= MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx - MapsManager.maps[(int)Rooms.churchBellTower0].RoomHeightPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y+Player.height<0) {//move up to churchBellTower1 currentRoom = Rooms.churchBellTower1; previousRoom = Rooms.churchBellTower0; CameraManager.SwitchCamera(Rooms.churchBellTower1); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X> MapsManager.maps[(int)currentRoom].RoomWidthtPx) { if (Player.position.Y> 496) {//move to churchGroundFloor0 currentRoom = Rooms.churchGroundFloor0; previousRoom = Rooms.churchBellTower0; CameraManager.SwitchCamera(Rooms.churchGroundFloor0); Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx - MapsManager.maps[(int)Rooms.churchBellTower0].RoomHeightPx; Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y>248) {//church1stFloor0 currentRoom = Rooms.church1stFloor0; previousRoom = Rooms.churchBellTower0; CameraManager.SwitchCamera(Rooms.church1stFloor0); Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx + MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomHeightPx - MapsManager.maps[(int)Rooms.churchBellTower0].RoomHeightPx; Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else {//church2ndFloor0 currentRoom = Rooms.church2ndFloor0; previousRoom = Rooms.churchBellTower0; CameraManager.SwitchCamera(Rooms.church2ndFloor0); Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx + MapsManager.maps[(int)Rooms.church1stFloor0].RoomHeightPx + MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomHeightPx - MapsManager.maps[(int)Rooms.churchBellTower0].RoomHeightPx; Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } } break; case Rooms.churchBellTower1: if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move down to chirchBellTower0 currentRoom = Rooms.churchBellTower0; previousRoom = Rooms.churchBellTower1; CameraManager.SwitchCamera(Rooms.churchBellTower0); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y + Player.height < 0) {//move up to chirchBellTower2 currentRoom = Rooms.churchBellTower2; previousRoom = Rooms.churchBellTower1; CameraManager.SwitchCamera(Rooms.churchBellTower2); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.churchBellTower2: if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move down to chirchBellTower1 currentRoom = Rooms.churchBellTower1; previousRoom = Rooms.churchBellTower2; CameraManager.SwitchCamera(Rooms.churchBellTower1); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y + Player.height < 0) {//move up to midBoss currentRoom = Rooms.midBoss; previousRoom = Rooms.churchBellTower2; CameraManager.SwitchCamera(Rooms.midBoss); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.midBoss: if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move down to chirchBellTower1 currentRoom = Rooms.churchBellTower2; previousRoom = Rooms.midBoss; CameraManager.SwitchCamera(Rooms.churchBellTower2); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.churchGroundFloor0: if (Player.position.X+Player.width<0) {//move to churchBellTower0 currentRoom = Rooms.churchBellTower0; previousRoom = Rooms.churchGroundFloor0; CameraManager.SwitchCamera(Rooms.churchBellTower0); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx - MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomHeightPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X> MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to churchAltarRoom currentRoom = Rooms.churchAltarRoom; previousRoom = Rooms.churchGroundFloor0; CameraManager.SwitchCamera(Rooms.churchAltarRoom); Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.churchAltarRoom: if (Player.position.X+Player.width<0) {//move to churchGroundFloor0 currentRoom = Rooms.churchGroundFloor0; previousRoom = Rooms.churchAltarRoom; CameraManager.SwitchCamera(Rooms.churchGroundFloor0); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y+Player.height<0) {//move to church1stFloor0 currentRoom = Rooms.church1stFloor0; previousRoom = Rooms.churchAltarRoom; CameraManager.SwitchCamera(Rooms.church1stFloor0); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; Player.position.X += MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomWidthtPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to descent currentRoom = Rooms.descent; previousRoom = Rooms.churchAltarRoom; CameraManager.SwitchCamera(Rooms.descent); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.church1stFloor0: if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to churchAltarRoom currentRoom = Rooms.churchAltarRoom; previousRoom = Rooms.church1stFloor0; CameraManager.SwitchCamera(Rooms.churchAltarRoom); Player.position.Y = 0; Player.position.X -= MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomWidthtPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y +Player.height <0) {//move to church2ndFloor0 currentRoom = Rooms.church2ndFloor0; previousRoom = Rooms.church1stFloor0; CameraManager.SwitchCamera(Rooms.church2ndFloor0); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X+Player.width<0) {//move to churchBellTower0 currentRoom = Rooms.churchBellTower0; previousRoom = Rooms.church1stFloor0; CameraManager.SwitchCamera(Rooms.churchBellTower0); Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx - MapsManager.maps[(int)Rooms.church1stFloor0].RoomHeightPx - MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomHeightPx; Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx-Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.church2ndFloor0: if (Player.position.X+Player.width<0) {//move to churchBellTower0 currentRoom = Rooms.churchBellTower0; previousRoom = Rooms.church2ndFloor0; CameraManager.SwitchCamera(Rooms.churchBellTower0); Player.position.Y += MapsManager.maps[(int)currentRoom].RoomHeightPx - MapsManager.maps[(int)Rooms.church1stFloor0].RoomHeightPx - MapsManager.maps[(int)Rooms.churchGroundFloor0].RoomHeightPx -MapsManager.maps[(int)Rooms.church2ndFloor0].RoomHeightPx; Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to church1stFloor0 currentRoom = Rooms.church1stFloor0; previousRoom = Rooms.church2ndFloor0; CameraManager.SwitchCamera(Rooms.church1stFloor0); Player.position.Y = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.descent: if (Player.position.Y+Player.height<0) {//move to churchAltarRoom currentRoom = Rooms.churchAltarRoom; previousRoom = Rooms.descent; CameraManager.SwitchCamera(Rooms.churchAltarRoom); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx-Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) {//move to finalBoss currentRoom = Rooms.finalBoss; previousRoom = Rooms.descent; Game1.Zoom0Dot5(); CameraManager.SwitchCamera(Rooms.finalBoss); Player.position.Y = 0; Player.position.X += MapsManager.maps[(int)currentRoom].RoomWidthtPx - MapsManager.maps[(int)Rooms.descent].RoomWidthtPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } break; case Rooms.finalBoss: if (Player.position.X+Player.width<0) {//move to escape0 currentRoom = Rooms.escape0; previousRoom = Rooms.finalBoss; Game1.Zoom1(); CameraManager.SwitchCamera(Rooms.escape0); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx-Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if(Player.position.Y+Player.height<0) {//move to descent currentRoom = Rooms.descent; previousRoom = Rooms.finalBoss; Game1.Zoom1(); CameraManager.SwitchCamera(Rooms.descent); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx - Player.height; Player.position.X += MapsManager.maps[(int)currentRoom].RoomWidthtPx - MapsManager.maps[(int)Rooms.finalBoss].RoomWidthtPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y> MapsManager.maps[(int)currentRoom].RoomHeightPx) { Player.takeDamage(Player.maxHealthPoints, true); } break; case Rooms.escape0: if (Player.position.X > MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to finalBoss currentRoom = Rooms.finalBoss; previousRoom = Rooms.escape0; Game1.Zoom0Dot5(); CameraManager.SwitchCamera(Rooms.finalBoss); Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X + Player.width<0) {//move to escape1 currentRoom = Rooms.escape1; previousRoom = Rooms.escape0; CameraManager.SwitchCamera(Rooms.escape1); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; Player.position.Y += MapsManager.maps[(int)Rooms.descent].RoomHeightPx - MapsManager.maps[(int)Rooms.tutorial2].RoomHeightPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx + 24) { Player.takeDamage(Player.maxHealthPoints, true); } break; case Rooms.escape1: if (Player.position.X> MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to escape0 currentRoom = Rooms.escape0; previousRoom = Rooms.escape1; CameraManager.SwitchCamera(Rooms.escape0); Player.position.X = 0; Player.position.Y-= MapsManager.maps[(int)Rooms.descent].RoomHeightPx - MapsManager.maps[(int)Rooms.tutorial2].RoomHeightPx; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.X+Player.width<0) {//move to escape2 currentRoom = Rooms.escape2; previousRoom = Rooms.escape1; CameraManager.SwitchCamera(Rooms.escape2); Player.position.X = MapsManager.maps[(int)currentRoom].RoomWidthtPx - Player.width; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx + 24) { Player.takeDamage(Player.maxHealthPoints, true); } break; case Rooms.escape2: if (Player.position.X> MapsManager.maps[(int)currentRoom].RoomWidthtPx) {//move to escape1 currentRoom = Rooms.escape1; previousRoom = Rooms.escape2; CameraManager.SwitchCamera(Rooms.escape1); Player.position.X = 0; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if(Player.position.Y+Player.height<0) {//move to tutorial4 currentRoom = Rooms.tutorial4; previousRoom = Rooms.escape2; CameraManager.SwitchCamera(Rooms.tutorial4); Player.position.Y = MapsManager.maps[(int)currentRoom].RoomHeightPx-Player.height; FireBallsManager.Reset(); LavaGeyserManager.Reset(); ProjectilesManager.Reset(); return true; } else if (Player.position.Y > MapsManager.maps[(int)currentRoom].RoomHeightPx + 24) { Player.takeDamage(Player.maxHealthPoints, true); } break; } return false; }
public static void ResetVariables() {//reposition the player and reset some classes to their intial state Player.IsOnMovingPlatform = false; elapsedTimeBeforeResuming = 0; Game1.currentGameState = Game1.GameStates.playing; CameraManager.Reset(); LavaGeyserManager.Reset(); FireBallsManager.Reset(); ProjectilesManager.Reset(); EnemyManager.Reset(); if (!MidBoss.Dead) { MidBoss.Reset(); } CollectablesManager.ResetHearts(); GameEvents.Reset(); switch (RoomsManager.CurrentRoom) { case RoomsManager.Rooms.tutorial0: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.tutorial4) { Player.position = new Vector2(152, 192); } else if (RoomsManager.PreviousRoom == RoomsManager.Rooms.tutorial1) { Player.position = new Vector2(903, 185); } else { Player.position = new Vector2(152, 150); } break; case RoomsManager.Rooms.tutorial1: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.tutorial0) { Player.position = new Vector2(18, 185); } else { Player.position = new Vector2(550, 193); } break; case RoomsManager.Rooms.tutorial2: if (Player.position.Y < 80 && RoomsManager.PreviousRoom == RoomsManager.Rooms.tutorial1 && (Player.position.X < 366 || Player.position.X > 426)) { RoomsManager.CurrentRoom = RoomsManager.Rooms.tutorial1; RoomsManager.PreviousRoom = RoomsManager.Rooms.tutorial0; CameraManager.SwitchCamera(RoomsManager.Rooms.tutorial1); Player.position = new Vector2(18, 185); } else { Player.position = new Vector2(388, 153); } break; case RoomsManager.Rooms.tutorial3: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchBellTower0) { Player.position = new Vector2(776, 193); } else { Player.position = new Vector2(91, 193); } break; case RoomsManager.Rooms.tutorial4: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.escape2) { Player.position = new Vector2(64, 153); } else { Player.position = new Vector2(166, 153); } break; case RoomsManager.Rooms.churchBellTower0: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchBellTower1) { if (Player.position.X < 436 && Player.position.X >= 60) { Player.position = new Vector2(405, 161); } else if (Player.position.X >= 436) { Player.position = new Vector2(456, 961); } else { Player.position = new Vector2(23, 961); } } else if (RoomsManager.PreviousRoom == RoomsManager.Rooms.tutorial3) { Player.position = new Vector2(23, 961); } else { Player.position = new Vector2(456, 961); } break; case RoomsManager.Rooms.churchBellTower1: if (Player.position.X >= 436) { Player.position = new Vector2(458, 1097); } else if (Player.position.X < 60) { Player.position = new Vector2(23, 1097); } else { if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchBellTower0) { Player.position = new Vector2(372, 1097); } else { Player.position = new Vector2(111, 121); } } break; case RoomsManager.Rooms.churchBellTower2: if (Player.position.X >= 436 && Player.position.Y > 110) { Player.position = new Vector2(464, 1177); } else if (Player.position.X >= 60) { if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchBellTower1) { Player.position = new Vector2(119, 1177); } else { Player.position = new Vector2(457, 65); } } else { Player.position = new Vector2(23, 1177); } break; case RoomsManager.Rooms.midBoss: Player.position = new Vector2(452, 25); break; case RoomsManager.Rooms.churchGroundFloor0: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchBellTower0) { Player.position = new Vector2(22, 465); } else { Player.position = new Vector2(1160, 465); } break; case RoomsManager.Rooms.churchAltarRoom: if (Player.position.X < 104) { Player.position = new Vector2(22, 465); } else { Player.position = new Vector2(250, 465); } break; case RoomsManager.Rooms.church1stFloor0: if (Player.position.X < 1288) { if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchAltarRoom) { Player.position = new Vector2(1208, 217); } else { Player.position = new Vector2(18, 217); } } else { Player.position = new Vector2(1320, 217); } break; case RoomsManager.Rooms.church2ndFloor0: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchBellTower0) { Player.position = new Vector2(37, 481); } else { Player.position = new Vector2(1289, 481); } break; case RoomsManager.Rooms.descent: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.churchAltarRoom) { Player.position = new Vector2(339, 121); } else { Player.position = new Vector2(318, 233); } break; case RoomsManager.Rooms.finalBoss: Game1.Zoom0Dot5(); MediaPlayer.Stop(); if (!FinalBoss.Dead) { Player.position = new Vector2(734, 41); } else { Player.position = new Vector2(17, 41); } break; case RoomsManager.Rooms.escape0: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.finalBoss) { Player.position = new Vector2(1726, 129); } else { Player.position = new Vector2(18, 49); } break; case RoomsManager.Rooms.escape1: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.escape0) { Player.position = new Vector2(1320, 89); } else { Player.position = new Vector2(12, 289); } break; case RoomsManager.Rooms.escape2: if (RoomsManager.PreviousRoom == RoomsManager.Rooms.escape1) { Player.position = new Vector2(500, 289); } else { Player.position = new Vector2(21, 129); } break; } }