def room_logic(player):
    if (ceil(player.player_sprite.center_x) in range(1000, 1080) and
            ceil(player.player_sprite.center_y) in range(660, 676) and
            player.current_room == 0):
        player.current_room = 2
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                           [player.
                                                            current_room].
                                                            wall_list))
        player.player_sprite.center_x = 383.6
        player.player_sprite.center_y = 40
    elif player.player_sprite.center_y < 35 and player.current_room == 1:
        player.current_room = 0
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 240
        player.player_sprite.center_y = 656
    elif player.player_sprite.center_y > 1250 and player.current_room == 0:
        player.current_room = 3
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_y = 30
    elif player.player_sprite.center_x > 1500 and player.current_room == 3:
        player.current_room = 4
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 30
    elif (ceil(player.player_sprite.center_x) in range(200, 285) and
          ceil(player.player_sprite.center_y) in range(660, 676) and
          player.current_room == 0):
        player.current_room = 1
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 383.6
        player.player_sprite.center_y = 40
    elif player.player_sprite.center_y < 35 and player.current_room == 2:
        player.current_room = 0
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 1040
        player.player_sprite.center_y = 656
    elif (ceil(player.player_sprite.center_x) in range(1100, 1180) and
          ceil(player.player_sprite.center_y) in range(660, 676) and
          player.current_room == 4):
        player.current_room = 5
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 383.6
        player.player_sprite.center_y = 40
    elif (ceil(player.player_sprite.center_x) in range(180, 270) and
          ceil(player.player_sprite.center_y) in range(660, 676) and
          player.current_room == 4):
        player.current_room = 6
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 383.6
        player.player_sprite.center_y = 40
    elif player.player_sprite.center_y < 35 and player.current_room == 5:
        player.current_room = 4
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 1140
        player.player_sprite.center_y = 656
    elif player.player_sprite.center_y < 35 and player.current_room == 6:
        player.current_room = 4
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = 240
        player.player_sprite.center_y = 656
    elif player.player_sprite.center_y < 20 and player.current_room == 3:
        player.current_room = 0
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_y = ((screen_height * 2) - sprite_size)
    elif player.player_sprite.center_x < 20 and player.current_room == 4:
        player.current_room = 3
        player.physics_engine = arcade.PhysicsEngineSimple((player.
                                                            player_sprite),
                                                           (player.rooms
                                                            [player.
                                                             current_room].
                                                            wall_list))
        player.player_sprite.center_x = ((screen_width * 2) - sprite_size)

    if player.current_room == 3:
        grass_hit = arcade.check_for_collision_with_list(player.player_sprite,
                                                         player.rooms
                                                         [player.current_room].
                                                         grass_list)
        if len(grass_hit) > 0:
            encounter = random.randint(0, 69)
            if encounter == 1 and not player.player_sprite.defeated():
                print("pokemon")
                battle.wild_encounter(player)
    elif player.current_room == 5:
        for enemy in player.rooms[player.current_room].enemy_list:
            if not player.player_sprite.defeated():
                enemy.see_player(player, player.player_sprite)
        if (player.act_pressed and
            64 < player.player_sprite.center_x < 128
            and 1152 < player.player_sprite.center_y < 1216):
            print("gained item")
            for bag in player.player_sprite.item_bag:
                for item in bag:
                    item.amount += 1
    elif player.current_room == 2:
        if (len(player.rooms[player.current_room].pokeball) == 1
                and player.act_pressed and
                280 < player.player_sprite.center_x < 490
                and 286 < player.player_sprite.center_y < 350):
            poke_list = [Pokemon.Charmander(), Pokemon.Squirtle(),
                         Pokemon.Bulbasaur(), Pokemon.Magikarp()]
            for poke in poke_list:
                poke.addlevel(4)
                player.player_sprite.pokemon.append(poke)
            player.rooms[player.current_room].pokeball = arcade.SpriteList()