mirror of https://github.com/raysan5/raylib
Replaced tabs by spaces
This commit is contained in:
parent
fffbf48dec
commit
dcbf2a0e0c
454
games/tetris.c
454
games/tetris.c
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@ -179,22 +179,22 @@ void InitGame(void)
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// Initialize grid matrices
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for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
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{
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for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
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{
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{
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for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
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{
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if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
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else grid[i][j] = EMPTY;
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}
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}
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}
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}
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// Initialize incoming piece matrices
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j< 4; j++)
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{
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incomingPiece[i][j] = EMPTY;
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}
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}
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{
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for (int j = 0; j< 4; j++)
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{
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incomingPiece[i][j] = EMPTY;
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}
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}
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}
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// Update game (one frame)
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@ -423,34 +423,34 @@ static bool Createpiece()
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piecePositionY = 0;
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// If the game is starting and you are going to create the first piece, we create an extra one
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if (beginPlay)
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{
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if (beginPlay)
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{
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GetRandompiece();
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beginPlay = false;
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}
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}
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// We assign the incoming piece to the actual piece
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j< 4; j++)
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{
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piece[i][j] = incomingPiece[i][j];
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}
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}
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{
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for (int j = 0; j< 4; j++)
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{
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piece[i][j] = incomingPiece[i][j];
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}
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}
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// We assign a random piece to the incoming one
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GetRandompiece();
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GetRandompiece();
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// Assign the piece to the grid
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for (int i = piecePositionX; i < piecePositionX + 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
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}
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}
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{
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for (int j = 0; j < 4; j++)
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{
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if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
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}
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}
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return true;
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return true;
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}
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static void GetRandompiece()
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@ -459,22 +459,22 @@ static void GetRandompiece()
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int random = rand() % 7;
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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incomingPiece[i][j] = EMPTY;
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}
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}
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{
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for (int j = 0; j < 4; j++)
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{
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incomingPiece[i][j] = EMPTY;
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}
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}
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switch(random)
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{
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case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
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case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
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case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
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case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
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case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
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case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
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case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
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{
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case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
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case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
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case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
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case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
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case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
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case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
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case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
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}
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}
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@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
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{
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// If we finished moving this piece, we stop it
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if (*detection)
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{
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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grid[i][j] = FULL;
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*detection = false;
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*pieceActive = false;
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}
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}
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}
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}
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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grid[i][j] = FULL;
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*detection = false;
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*pieceActive = false;
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}
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}
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}
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}
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// We move down the piece
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else
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{
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else
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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grid[i][j+1] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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grid[i][j+1] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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piecePositionY++;
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}
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}
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@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
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bool collision = false;
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// Move left
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if (IsKeyDown(KEY_LEFT))
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{
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if (IsKeyDown(KEY_LEFT))
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{
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// Check if is possible to move to left
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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// Check if we are touching the left wall or we have a full square at the left
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if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
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}
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}
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}
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if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
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}
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}
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}
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// If able, move left
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if (!collision)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
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{
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if (!collision)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
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{
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// Move everything to the left
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if (grid[i][j] == MOVING)
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{
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grid[i-1][j] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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if (grid[i][j] == MOVING)
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{
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grid[i-1][j] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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piecePositionX--;
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}
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}
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}
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}
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// Move right
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else if (IsKeyDown(KEY_RIGHT))
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{
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else if (IsKeyDown(KEY_RIGHT))
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{
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// Check if is possible to move to right
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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// Check if we are touching the right wall or we have a full square at the right
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if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
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if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
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{
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collision = true;
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}
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}
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}
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}
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}
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}
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}
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// If able move right
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if (!collision)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
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{
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if (!collision)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
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{
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// Move everything to the right
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if (grid[i][j] == MOVING)
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{
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grid[i+1][j] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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if (grid[i][j] == MOVING)
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{
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grid[i+1][j] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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piecePositionX++;
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}
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}
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}
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}
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return collision;
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}
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@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
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{
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// Input for turning the piece
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if (IsKeyDown(KEY_UP))
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{
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int aux;
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bool checker = false;
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{
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int aux;
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bool checker = false;
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// Check all turning possibilities
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if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
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if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
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(grid[piecePositionX][piecePositionY] != EMPTY) &&
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(grid[piecePositionX][piecePositionY] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
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if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
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(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
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(grid[piecePositionX + 3][piecePositionY] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
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if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
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(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
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(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX][piecePositionY] == MOVING) &&
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if ((grid[piecePositionX][piecePositionY] == MOVING) &&
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(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
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(grid[piecePositionX][piecePositionY + 3] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
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if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
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(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
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(grid[piecePositionX][piecePositionY + 2] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
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if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
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(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
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(grid[piecePositionX + 1][piecePositionY] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
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if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
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(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
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(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
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if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
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(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
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(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
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if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
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(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
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(grid[piecePositionX][piecePositionY + 1] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
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if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
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(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
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(grid[piecePositionX + 2][piecePositionY] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
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if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
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(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
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(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
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if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
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(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
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(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
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if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
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(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
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(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
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{
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{
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checker = true;
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}
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if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
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if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
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(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
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||||
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
|
||||
{
|
||||
{
|
||||
checker = true;
|
||||
}
|
||||
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
|
||||
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
|
||||
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
|
||||
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
|
||||
{
|
||||
{
|
||||
checker = true;
|
||||
}
|
||||
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
|
||||
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
|
||||
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
|
||||
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
|
||||
{
|
||||
{
|
||||
checker = true;
|
||||
}
|
||||
|
||||
if (!checker)
|
||||
{
|
||||
aux = piece[0][0];
|
||||
piece[0][0] = piece[3][0];
|
||||
piece[3][0] = piece[3][3];
|
||||
piece[3][3] = piece[0][3];
|
||||
piece[0][3] = aux;
|
||||
if (!checker)
|
||||
{
|
||||
aux = piece[0][0];
|
||||
piece[0][0] = piece[3][0];
|
||||
piece[3][0] = piece[3][3];
|
||||
piece[3][3] = piece[0][3];
|
||||
piece[0][3] = aux;
|
||||
|
||||
aux = piece[1][0];
|
||||
piece[1][0] = piece[3][1];
|
||||
piece[3][1] = piece[2][3];
|
||||
piece[2][3] = piece[0][2];
|
||||
piece[0][2] = aux;
|
||||
aux = piece[1][0];
|
||||
piece[1][0] = piece[3][1];
|
||||
piece[3][1] = piece[2][3];
|
||||
piece[2][3] = piece[0][2];
|
||||
piece[0][2] = aux;
|
||||
|
||||
aux = piece[2][0];
|
||||
piece[2][0] = piece[3][2];
|
||||
piece[3][2] = piece[1][3];
|
||||
piece[1][3] = piece[0][1];
|
||||
piece[0][1] = aux;
|
||||
aux = piece[2][0];
|
||||
piece[2][0] = piece[3][2];
|
||||
piece[3][2] = piece[1][3];
|
||||
piece[1][3] = piece[0][1];
|
||||
piece[0][1] = aux;
|
||||
|
||||
aux = piece[1][1];
|
||||
piece[1][1] = piece[2][1];
|
||||
piece[2][1] = piece[2][2];
|
||||
piece[2][2] = piece[1][2];
|
||||
piece[1][2] = aux;
|
||||
}
|
||||
aux = piece[1][1];
|
||||
piece[1][1] = piece[2][1];
|
||||
piece[2][1] = piece[2][2];
|
||||
piece[2][2] = piece[1][2];
|
||||
piece[1][2] = aux;
|
||||
}
|
||||
|
||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||
{
|
||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||
{
|
||||
if (grid[i][j] == MOVING)
|
||||
{
|
||||
grid[i][j] = EMPTY;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||
{
|
||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||
{
|
||||
if (grid[i][j] == MOVING)
|
||||
{
|
||||
grid[i][j] = EMPTY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = piecePositionX; i < piecePositionX + 4; i++)
|
||||
{
|
||||
for (int j = piecePositionY; j < piecePositionY + 4; j++)
|
||||
{
|
||||
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
|
||||
{
|
||||
grid[i][j] = MOVING;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = piecePositionX; i < piecePositionX + 4; i++)
|
||||
{
|
||||
for (int j = piecePositionY; j < piecePositionY + 4; j++)
|
||||
{
|
||||
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
|
||||
{
|
||||
grid[i][j] = MOVING;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
|
|||
static void CheckDetection(bool *detection)
|
||||
{
|
||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||
{
|
||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||
{
|
||||
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
|
||||
}
|
||||
}
|
||||
{
|
||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||
{
|
||||
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void CheckCompletition(bool *lineToDelete)
|
||||
{
|
||||
int calculator;
|
||||
|
||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||
{
|
||||
calculator = 0;
|
||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||
{
|
||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||
{
|
||||
calculator = 0;
|
||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||
{
|
||||
// Count each square of the line
|
||||
if (grid[i][j] == FULL)
|
||||
{
|
||||
calculator++;
|
||||
}
|
||||
if (grid[i][j] == FULL)
|
||||
{
|
||||
calculator++;
|
||||
}
|
||||
|
||||
// Check if we completed the whole line
|
||||
if (calculator == GRID_HORIZONTAL_SIZE - 2)
|
||||
{
|
||||
if (calculator == GRID_HORIZONTAL_SIZE - 2)
|
||||
{
|
||||
*lineToDelete = true;
|
||||
calculator = 0;
|
||||
// points++;
|
||||
// points++;
|
||||
|
||||
// Mark the completed line
|
||||
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
|
||||
{
|
||||
grid[z][j] = FADING;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
|
||||
{
|
||||
grid[z][j] = FADING;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DeleteCompleteLines()
|
||||
|
|
12
src/core.c
12
src/core.c
|
@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
|
|||
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
|||
|
||||
// TODO: GPU assets reload in case of lost focus (lost context)
|
||||
// NOTE: This problem has been solved just unbinding and rebinding context from display
|
||||
/*
|
||||
/*
|
||||
if (assetsReloadRequired)
|
||||
{
|
||||
for (int i = 0; i < assetsCount; i++)
|
||||
|
@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
|
|||
const int joystickAxisY = 1;
|
||||
|
||||
// Read gamepad event
|
||||
struct js_event gamepadEvent;
|
||||
struct js_event gamepadEvent;
|
||||
|
||||
while (1)
|
||||
while (1)
|
||||
{
|
||||
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
|
||||
{
|
||||
|
@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
|
|||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -385,7 +385,7 @@ typedef struct Model {
|
|||
Matrix transform;
|
||||
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
|
||||
Shader shader;
|
||||
//Material material;
|
||||
//Material material;
|
||||
} Model;
|
||||
|
||||
// Ray type (useful for raycast)
|
||||
|
|
Loading…
Reference in New Issue