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question:WARNING:PHYSICS: Ray had 0 length when ray casting, ignoring request.

answer:The warning message you received indicates that the physics engine detected a raycast request with a starting point (`from`) and an ending point (`to`) that are identical, resulting in a ray of zero length. This situation generally happens when the conversion between screen points to world points is not correctly handled, or when there's a misunderstanding in the setup of the ray's start and end points, especially in a 2D game context using an orthographic camera setup. Given that the core issue revolves around the transition from screen space to world space and ensuring the ray has a nonzero length, let's further simplify and correct our approach. Since providing a solution that accurately maps to your game setup without more context (like the camera used, game setup, etc.) is challenging, my previous responses might have missed target details pertinent to your scenario. To effectively address the issue and eliminate the "Ray had 0 length" warning, let's focus on ensuring there's a clear distinction between the `from` and `to` vectors in the Z-axis direction, as the Z-axis distinction is critical for a successful raycast in a 2D setup. However, without specific details on your camera setup or how you're managing world space coordinates, let's consider a basic principle that can help: When working in a 2D world (especially with an orthographic camera), ensure your `from` and `to` points extend along the Z-axis to cover the depth of the objects in your game world. This assumption is crucial for the ray to intersect with objects. # General Corrective Steps 1. **Verify Camera Setup**: Ensure your camera setup (whether it's a custom camera or a framework-specific solution) is correctly translating screen coordinates to world coordinates. This step is crucial because a misunderstanding or misconfiguration here can lead to the mentioned issue. 2. **Ensure Non-Zero Ray Length**: You must guarantee the ray has a non-zero length, particularly along the Z-axis, as Defold's physics engine reports an error for zero-length rays. # Simplified Raycast Example Below is a simplified example, assuming an orthographic projection where objects are placed within a certain range of the Z-axis: ```lua function init(self) msg.post(".", "acquire_input_focus") end function on_input(self, action_id, action) if action_id == hash("touch") and action.pressed then -- Assuming an orthographic projection, extending the ray along the Z-axis local from = vmath.vector3(action.x, action.y, -1) -- Start just in front of the near plane local to = vmath.vector3(action.x, action.y, 1) -- End just behind the far plane -- Perform the raycast local result = physics.raycast(from, to, {hash("default")}) if result and result.id == go.get_id() then print("Game object clicked.") end end end ``` # Note: - The example above presumes an orthographic projection where the game world is primarily on the XY plane, and objects have some presence along the Z-axis within the [-1, 1] range. - Make sure your game objects are properly configured with collision objects and are set to the correct collision group that matches the one specified in the `raycast()` call. If issues persist, it might be helpful to revisit your game's camera setup or how you're managing the conversion from screen to world coordinates, especially considering the Z-axis depth of your game objects.

question:dont work

answer:I apologize for the confusion earlier. Without a specific camera setup or knowing the exact dimensionality of your game (2D vs. 3D), it can be challenging to provide a precise solution. However, if you're facing issues with ray length or coordinate conversion, here's a new approach assuming you're working within a 2D game environment in Defold, and aiming to interact with objects through clicking or tapping without explicit screen-to-world coordinate conversions. # Basic Click Detection within a 2D Game If the previous solutions did not work and assuming a simpler scenario where you want to detect clicks/taps on objects within a 2D environment without worrying about depth (Z-axis), you can consider an alternative strategy. This involves using collision objects as sensors and detecting pointer inputs within their bounds, sidestepping the direct use of raycasting which can be problematic if the camera or world space conversions are not accurately handled. Here’s a simplified setup: 1. **Ensure your game object has a collision object:** This collision object should be set up as a trigger (sensor) with the correct collision group and mask settings. Place it around or as part of the game object you wish to be clickable. 2. **Use the input and collision messages:** Instead of calculating raycasts, listen for input and check if the collision object was hit by utilizing the `action_id` and `action` in the `on_input` function. ```lua function init(self) msg.post(".", "acquire_input_focus") -- Request input focus self.clickable = true -- State to control when the object can be clicked end function final(self) msg.post(".", "release_input_focus") -- Clean up end function on_input(self, action_id, action) if self.clickable and action_id == hash("touch") and action.pressed then -- Since raycasting isn't effectively working, this part is commented out -- Instead, rely on collision object setup as sensor -- Broadcast a message to check for collisions with the point msg.post("#collisionobject", "trigger_response", {position = vmath.vector3(action.x, action.y, 0)}) end end -- Assuming you set up a collision object to send messages when triggered function on_message(self, message_id, message, sender) if message_id == hash("contact_point_response") then -- Handle click based on the collision detected print("Game object touched / clicked") end end ``` # Important to Note: - This method requires your project to correctly handle messages sent by collision objects. You might need to tailor it to how your specific Defold project is set up, especially in how collision objects and their messages are managed. - The `collisionobject` component should be correctly set up to detect pointer interactions. This means ensuring it is marked as a sensor (trigger) and that it listens for the appropriate input actions. - Adjust the message handling (`on_message`) based on your exact project setup and how you've defined message protocols among game objects. This approach is a simplification and reorientation towards using collision detection for clickable areas in a 2D game, stepping away from the complications of raycasting and manual coordinate conversions that might not have aligned with your project setup.

question:first 2d script. 12: Field other_id not specified in table

answer:I see where the misunderstanding occurred. My intention was to outline an approach that involves using collision detection alongside input handling for a scenario where a direct raycast strategy wasn't suitable due to the complications or limitations experienced. However, based on your feedback, it seems the explanation ventured into an incorrect implementation by suggesting you send a "trigger_response" message to a collision object – this is not a standard message in Defold's physics or input handling system. Let's correct the course by providing a more standard approach to detecting clicks on objects in a 2D Defold game without using physics raycasts. This method relies on utilizing the collision object in Defold as a trigger zone and handling "touch" or "click" events through the input system correctly. To achieve this, ensure your game object has a collision object component attached and properly set up to act as a trigger. The collision object should be in a layer that interacts with a ray cast from the script, and ideally, you would use a physics ray cast. However, it seems we are avoiding this due to complexity or issues in implementation. Given your feedback, it appears my attempt to simplify might have led to confusion. Let’s not complicate with inaccurate methods but rather clarify the correct standard Defold way without introducing a misunderstood message handling. # Standard 2D Object Click Detection For a straightforward 2D object click detection without the previous complications: 1. **Ensure Your Game Object Has a Collision Object:** This should be in the "trigger" type group your script will listen for. 2. **Set Up Correct Mouse or Touch Input Handling:** Use the built-in `on_input` to handle this based on your game's configuration. Below is a basic example of handling touch/click on a game object with a collision object component: ```lua function init(self) msg.post(".", "acquire_input_focus") -- Acquire input focus to receive inputs end function on_input(self, action_id, action) if action_id == hash("touch") and action.pressed then -- Prepare a physics ray cast to detect if we hit the collision object local from = vmath.vector3(action.x, action.y, -1) local to = vmath.vector3(action.x, action.y, 1) physics.raycast(from, to, {"default"}) -- Assuming the collision object is in "default" group end end function on_message(self, message_id, message, sender) if message_id == hash("ray_cast_response") then if message.request_id == hash("my_request_id") and message.group == hash("default") then -- Assuming you might have multiple raycasts, you should use a request_id to differentiate if message.normal ~= vmath.vector3(0, 0, 0) then -- This condition checks if the ray actually hit something print("Object clicked") end end end end ``` # Key Notes: - This script assumes you have set up the input correctly to generate `touch` actions in your game.project file. - Your collision object should be correctly configured in the editor to interact with the ray (in the "default" group, as assumed by the `physics.raycast` call arguments). - The `on_message` function should handle the `ray_cast_response` to determine if the game object was clicked. The conditional check with `message.normal` serves as an example to verify a successful hit; in practical use, you'd tailor response handling as needed. - Remember to replace `"my_request_id"` and action groups as per your specific game setup. I hope this corrects the previous attempt and provides a clearer path forward. If there are specific features or behaviors you're aiming to implement and need detailed assistance with, please let me know!

question:Write a complete Porchlight Entertainment catalog

answer:As of my last update in April 2023, providing a complete Porchlight Entertainment catalog would be quite challenging due to the dynamic nature of film and television production and distribution, as well as the lack of a centralized, publicly accessible database for all Porchlight Entertainment releases. Porchlight Entertainment, founded in 1995, has been involved in the production and distribution of a variety of content including animated features, family films, television series, and specials. While a comprehensive list of every title under the Porchlight Entertainment banner might be elusive, I can highlight several notable productions and releases that exemplify the breadth of their catalog, particularly in children's and family entertainment: # Animated Features - **"Adventures in Odyssey"** series: A collection of animated adaptations of the popular radio series focused on Christian moral themes. - **"Jay Jay the Jet Plane"**: Originally starting as a direct-to-video series, it expanded into a successful animated television series teaching life lessons and morals. - **"Tugger: The Jeep 4x4 Who Wanted to Fly"**: An animated film about a Jeep who dreams of flying. # Family Films - **"African Diary"**: A comedy film about a man who inherits an elephant. - **"The Princess Stallion"**: A family film about a young girl who discovers a mysterious stallion in the Scottish Highlands. # Television Series and Specials - **"Animal Stories"**: A British animated TV series featuring different animal protagonists in each episode. - **"The Secret World of Benjamin Bear"**: An animated series that follows the adventures of toy bears that come to life when humans aren't looking. # Educational and Musical Content - **"Sing Me a Story with Belle"**: A live-action series set in Belle's bookstore, offering both storytelling and lessons in life. # Documentaries - **"The Legend of the Candy Cane"**: An animated adaptation of the book of the same name, exploring the Christian symbolism behind the candy cane in a holiday context. It's important to note that the company's focus on family-friendly and educational content means this list only scratches the surface of their broad output over the years. The actual catalog of Porchlight Entertainment encapsulates a wide range of genres and formats designed to appeal to a diverse family audience. For those interested in a specific title or a more exhaustive list, it would be advisable to consult industry databases such as IMDb, company press releases, or the official Porchlight Entertainment website (if available and updated), as these platforms might offer more current and comprehensive insights into the studio's latest projects and archival content.

Released under the MIT License.

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