コード例 #1
0
QTM_BEGIN_NAMESPACE

/*!
    \qmlclass MapGroup

    \brief The MapGroup element aggregates a set of map objects.
    \inherits QGeoMapGroupObject

    \ingroup qml-location-maps
    \since Mobility 1.2

    Grouping is provided to make it easier to quickly add, remove, show
    and hide groups of objects.

    It also allows users to specify an ordering of objects local to the
    group via the z-values and insertion order of the objects in the group.

    An example of group having a small red circle on top of bigger green circle:
    \snippet examples/declarative-location/landmarkmap/landmarkmap.qml MapGroup

    The MapGroup element is part of the \bold{QtMobility.location 1.2} module.
*/

QDeclarativeGeoMapGroupObject::QDeclarativeGeoMapGroupObject(QDeclarativeItem *parent)
    : QDeclarativeGeoMapObject(parent),
      visible_(true)
{
    group_ = new QGeoMapGroupObject();
    setMapObject(group_);
}
コード例 #2
0
ファイル: trailerVideo.cpp プロジェクト: duralakun/OneLife
static void customTrigger( int inTriggerNumber ) {
    
    //GridPos offset = { 0, 0 };
    ClothingSet clothing = getEmptyClothingSet();

    
    // increment this as we check for matches
    // thus, we can rearrange trigger order below
    // without having to update all the trigger numbers
    int t = 0;
    

    if( inTriggerNumber == t++ ) {
        forcePlayerAge( "*****@*****.**", 40 );
        
        // audible pop
        // plays on decay of this place-holder object
        setMapObject( 2, -1, 657 );
        

        // use this opportunity to spawn all NPCs for video

        GridPos startPos = { 25, -3 };
        
        clothing.tunic = getObject( 201 );
        clothing.bottom = getObject( 200 );
        
        eve = newDummyPlayer( "*****@*****.**", 19, 20,
                              startPos,
                              0,
                              clothing );

        startPos.x = 21;
        startPos.y = 2;
        clothing = getEmptyClothingSet();
        lostBaby = newDummyPlayer( "*****@*****.**", 347, 1,
                              startPos,
                              0,
                              clothing );
        
        
        clothing.tunic = getObject( 201 );
        clothing.bottom = getObject( 200 );
        
        startPos.x = 24;
        startPos.y = 4;
        momA = newDummyPlayer( "*****@*****.**", 350, 27,
                               startPos,
                               0,
                               clothing );
        startPos.x = 25;
        clothing = getEmptyClothingSet();
        babyA = newDummyPlayer( "*****@*****.**", 351, 1,
                               startPos,
                               0,
                               clothing );


        clothing.bottom = getObject( 200 );
        
        startPos.x = 26;
        startPos.y = 5;
        dadA = newDummyPlayer( "*****@*****.**", 355, 27,
                               startPos,
                               0,
                               clothing );

        startPos.x = 27;
        startPos.y = 5;
        kidA1 = newDummyPlayer( "*****@*****.**", 353, 3,
                                startPos,
                                0,
                                clothing );
        startPos.x = 30;
        startPos.y = 9;
        kidA2 = newDummyPlayer( "*****@*****.**", 350, 5,
                                startPos,
                                40,
                                clothing );
        
        clothing.hat = getObject( 199 );
        clothing.frontShoe = getObject( 203 );
        clothing.backShoe = getObject( 203 );

        startPos.x = 27;
        startPos.y = 6;
        grandpaA = newDummyPlayer( "*****@*****.**", 347, 55,
                               startPos,
                               0,
                               clothing );


        clothing = getEmptyClothingSet();
        clothing.bottom = getObject( 200 );
        
        startPos.x = 40;
        startPos.y = 1;
        manB1 = newDummyPlayer( "*****@*****.**", 347, 28,
                                startPos,
                                292,
                                clothing );

        startPos.x = 47;
        startPos.y = 3;
        manB2 = newDummyPlayer( "*****@*****.**", 354, 57,
                                startPos,
                                0,
                                clothing );
        
        startPos.x = 42;
        startPos.y = 2;
        kidB1 = newDummyPlayer( "*****@*****.**", 352, 6,
                                startPos,
                                135,
                                clothing );



        clothing.tunic = getObject( 201 );
        
        startPos.x = 43;
        startPos.y = -1;
        womanB1 = newDummyPlayer( "*****@*****.**", 353, 29,
                                startPos,
                                139,
                                clothing );

        startPos.x = 45;
        startPos.y = 2;
        womanB2 = newDummyPlayer( "*****@*****.**", 351, 49,
                                startPos,
                                71,
                                clothing );


        
        clothing = getEmptyClothingSet();
        clothing.bottom = getObject( 200 );
        
        startPos.x = 59;
        startPos.y = -5;
        kidC1 = newDummyPlayer( "*****@*****.**", 19, 5,
                                startPos,
                                0,
                                clothing );

        startPos.x = 59;
        startPos.y = -4;
        kidC2 = newDummyPlayer( "*****@*****.**", 354, 8,
                                startPos,
                                277,
                                clothing );
        
        
        clothing.hat = getObject( 199 );
        startPos.x = 56;
        startPos.y = -5;
        manC1 = newDummyPlayer( "*****@*****.**", 355, 56,
                                startPos,
                                248,
                                clothing );
        

        clothing.hat = getObject( 199 );
        clothing.tunic = getObject( 585 );
        startPos.x = 75;
        startPos.y = -7;
        manD1 = newDummyPlayer( "*****@*****.**", 352, 20,
                                startPos,
                                583,
                                clothing );

        clothing.hat = NULL;
        clothing.tunic = getObject( 201 );
        startPos.x = 78;
        startPos.y = -7;
        manD2 = newDummyPlayer( "*****@*****.**", 347, 32,
                                startPos,
                                560,
                                clothing );


        startPos.x = 69;
        startPos.y = -8;
        womanD1 = newDummyPlayer( "*****@*****.**", 350, 12.5,
                                  startPos,
                                  441,
                                  clothing );
        
        startPos.x = 81;
        startPos.y = -7;
        womanD2 = newDummyPlayer( "*****@*****.**", 351, 20,
                                  startPos,
                                  67,
                                  clothing );

        

        clothing.hat = getObject( 584 );
        clothing.tunic = getObject( 585 );
        clothing.frontShoe = getObject( 586 );
        clothing.backShoe = getObject( 586 );

        startPos.x = 91;
        startPos.y = -8;
        manE1 = newDummyPlayer( "*****@*****.**", 355, 37.5,
                                startPos,
                                334,
                                clothing );

        startPos.x = 93;
        startPos.y = -8;
        womanE1 = newDummyPlayer( "*****@*****.**", 19, 23,
                                startPos,
                                334,
                                clothing );




        startPos.x = 114;
        startPos.y = -2;
        
        clothing = getEmptyClothingSet();
        clothing.tunic = getObject( 585 );
        carDriver = newDummyPlayer( "*****@*****.**", 19, 20,
                                    startPos,
                                    630,
                                    clothing );


        clothing = getEmptyClothingSet();
        
        clothing.hat = getObject( 199 );
        clothing.tunic = getObject( 201 );
        clothing.bottom = getObject( 200 );
        clothing.frontShoe = getObject( 203 );
        clothing.backShoe = getObject( 203 );

        startPos.x = 116;
        startPos.y = -11;
        transportDriver = newDummyPlayer( "*****@*****.**", 19, 20,
                                          startPos,
                                          632,
                                          clothing );

        }
    else if( inTriggerNumber == t++ ) {
        // eve walks into clearing
        addToMove( -1, 0 );
        addToMove( -2, 0 );
        addToMove( -3, 0 );
        addToMove( -4, 0 );
        addToMove( -5, 0 );
        addToMove( -6, 0 );
        addToMove( -7, 0 );
        
        sendDummyMove( &eve, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // eve has baby
        GridPos startPos = { 18, -3 };
        
        firstBaby = newDummyPlayer( "*****@*****.**", 350, 0,
                                    startPos,
                                    0,
                                    clothing );
        }
    else if( inTriggerNumber == t++ ) {
        // grab baby
        GridPos offset = { 0, 0 };
        sendDummyAction( &eve, "BABY", offset );
        }
    else if( inTriggerNumber == t++ ) {
        // eve walks south with baby
        addToMove( 0, -1 );
        addToMove( 0, -2 );
        addToMove( 0, -3 );
        addToMove( 0, -4 );
        addToMove( 0, -5 );
        addToMove( 0, -6 );
        addToMove( 0, -7 );
        addToMove( 0, -8 );
        
        sendDummyMove( &eve, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // lost baby runs past
        forcePlayerAge( "*****@*****.**", 0 );
        addToMove( -1, 0 );
        addToMove( -2, 0 );
        addToMove( -3, 0 );
        addToMove( -4, 0 );
        addToMove( -5, 0 );
        addToMove( -6, 0 );
        addToMove( -7, 0 );
        addToMove( -8, 0 );
        addToMove( -9, 0 );
        addToMove( -10, 0 );
        addToMove( -11, 0 );
        addToMove( -12, 0 );
        addToMove( -13, 0 );
        addToMove( -14, 0 );
        addToMove( -15, 0 );
        addToMove( -16, 0 );
        
        sendDummyMove( &lostBaby, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // grab hat
        GridPos offset = { 0, 1 };
        sendDummyAction( &momA, "USE", offset );        

        // put on baby
        offset.x = 1;
        offset.y = 0;
        setNextActionDelay( 1.0 );
        sendDummyAction( &momA, "UBABY", offset, true, -1 );
        
        // pick berry
        setNextActionDelay( 0.5 );
        offset.x = -1;
        sendDummyAction( &dadA, "USE", offset );

        // kid comes walking in
        addToMove( -1, -1 );
        addToMove( -1, -2 );
        addToMove( -1, -3 );
        addToMove( -1, -4 );
        addToMove( -2, -5 );
        addToMove( -3, -5 );
        addToMove( -4, -5 );
        
        sendDummyMove( &kidA2, finishMove() );
   
        // feed berry
        offset.x  = 1;
        offset.y = 0;
        setNextActionDelay( 1.5 );
        sendDummyAction( &dadA, "UBABY", offset, true, -1 );

        // pick up baby
        setNextActionDelay( 2.25 );
        offset.x  = 1;
        offset.y = 0;
        sendDummyAction( &momA, "BABY", offset );

        // walk away with baby
        addToMove( 1, 0 );
        addToMove( 2, 0 );
        addToMove( 3, 0 );
        addToMove( 4, 0 );
        addToMove( 4, 1 );
        addToMove( 4, 2 );
        addToMove( 4, 3 );
        addToMove( 4, 4 );
        addToMove( 4, 5 );
        
        setNextActionDelay( 3 );
        sendDummyMove( &momA, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // skin rabbit
        GridPos offset = { 1, 0 };
        sendDummyAction( &kidB1, "USE", offset );
        
        // set down stone
        setNextActionDelay( .75 );
        offset.x = 0;
        sendDummyAction( &kidB1, "DROP", offset, true, -1 );

        // pick up rabbit fur
        setNextActionDelay( 1.5 );
        offset.x = 1;
        sendDummyAction( &kidB1, "USE", offset );
        
        // pick drop fur
        setNextActionDelay( 2.25 );
        offset.x = 0;
        offset.y = 1;
        sendDummyAction( &kidB1, "DROP", offset, true, -1 );

        // pick up skewer
        setNextActionDelay( 3 );
        offset.x = -1;
        offset.y = 0;
        sendDummyAction( &kidB1, "USE", offset );
        
        // skewer rabbit
        setNextActionDelay( 3.75 );
        offset.x = 1;
        offset.y = 0;
        sendDummyAction( &kidB1, "USE", offset );
        



        // chop wood
        offset.x = -1;
        offset.y = 0;
        setNextActionDelay( 0.25 );
        sendDummyAction( &womanB2, "USE", offset );
        

        // drop hatchet
        offset.x = 0;
        offset.y = 0;
        setNextActionDelay( 1 );
        sendDummyAction( &womanB2, "DROP", offset, true, -1 );
        

        // grab wood
        offset.x = -1;
        offset.y = 0;
        setNextActionDelay( 1.75 );
        sendDummyAction( &womanB2, "USE", offset );

        
        // walk to fire
        addToMove( -1, -1 );
        addToMove( -2, -1 );
        setNextActionDelay( 2.5 );
        sendDummyMove( &womanB2, finishMove() );
        
        // feed fire
        offset.x = -1;
        offset.y = 0;
        setNextActionDelay( 3.5 );
        sendDummyAction( &womanB2, "USE", offset );

        
        // walk into scene
        addToMove( -1, -1 );
        addToMove( -2, -2 );
        setNextActionDelay( .5 );
        sendDummyMove( &manB2, finishMove() );

        // grab sharp stone
        setNextActionDelay( 1.5 );
        offset.x = 0;
        offset.y = 0;
        sendDummyAction( &manB2, "USE", offset );
        

        // use stone on wood
        setNextActionDelay( 2.25 );
        offset.x = -1;
        sendDummyAction( &manB2, "USE", offset );
        

        // use stone on wood again
        setNextActionDelay( 3 );
        sendDummyAction( &manB2, "USE", offset );


        addToMove( 1, 0 );
        addToMove( 2, 1 );
        addToMove( 3, 1 );
        addToMove( 4, 1 );
        addToMove( 5, 2 );
        addToMove( 6, 3 );
        addToMove( 7, 4 );
        setNextActionDelay( 4 );
        sendDummyMove( &manB1, finishMove() );


        
        addToMove( 0, 1 );
        addToMove( 0, 2 );
        addToMove( 0, 3 );
        setNextActionDelay( 4.5 );
        sendDummyMove( &womanB1, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // light oven
        GridPos offset = { -1, 0 };
        sendDummyAction( &manC1, "USE", offset );
        
        // set down firebrand
        setNextActionDelay( 2 );
        offset.x = 0;
        sendDummyAction( &manC1, "DROP", offset, true, -1 );

        // walk to door
        addToMove( 1, -1 );
        addToMove( 2, -2 );
        setNextActionDelay( 3 );
        sendDummyMove( &manC1, finishMove() );
        
        // close door
        offset.y = 0;
        setNextActionDelay( 4 );
        sendDummyAction( &manC1, "USE", offset );
        
        
        // walk to pie
        addToMove( -1, 1 );
        setNextActionDelay( 4.5 );
        sendDummyMove( &manC1, finishMove() );
        
        // grab pie
        offset.x = -1;
        setNextActionDelay( 5.5 );
        sendDummyAction( &manC1, "USE", offset );
        
        


        
        // walk to door
        addToMove( -1, -1 );
        setNextActionDelay( .25 );
        sendDummyMove( &kidC1, finishMove() );
        
        
        // open door
        offset.x = 0;
        offset.y = -1;
        setNextActionDelay( 1 );
        sendDummyAction( &kidC1, "USE", offset );
        
        // run out

        addToMove( 0, -1 );
        addToMove( 0, -2 );
        addToMove( 0, -3 );
        addToMove( 0, -4 );
        addToMove( 0, -5 );
        addToMove( 0, -6 );
        addToMove( 0, -7 );
        addToMove( 0, -8 );
        addToMove( 0, -9 );
        addToMove( 0, -10 );
        setNextActionDelay( 1.75 );
        sendDummyMove( &kidC1, finishMove() );
        

        // follow out
        addToMove( 0, -1 );
        addToMove( -1, -2 );
        addToMove( -1, -3 );
        addToMove( -1, -4 );
        addToMove( -1, -5 );
        addToMove( -1, -6 );
        addToMove( -1, -7 );
        addToMove( -1, -8 );
        addToMove( -1, -9 );
        addToMove( -1, -10 );
        addToMove( -1, -11 );
        addToMove( -1, -12 );
        setNextActionDelay( 1.5 );
        sendDummyMove( &kidC2, finishMove() );

        }
    else if( inTriggerNumber == t++ ) {
        // hit metal repeatedly
        GridPos offset = { 1, 0 };
        sendDummyAction( &womanD1, "USE", offset );
        
        offset.x = -1;
        setNextActionDelay( 0.75 );
        sendDummyAction( &womanD1, "USE", offset );

        setNextActionDelay( 1.25 );
        sendDummyAction( &womanD1, "USE", offset );

        setNextActionDelay( 2 );
        sendDummyAction( &womanD1, "USE", offset );

        
        // kntit
        setNextActionDelay( 1.25 );
        sendDummyAction( &manD1, "USE", offset );



        // butcher
        setNextActionDelay( 1.75 );
        sendDummyAction( &manD2, "USE", offset );


        // drop knife
        setNextActionDelay( 2.5 );
        offset.x = 0;
        sendDummyAction( &manD2, "DROP", offset, true, -1 );
        
        
        // grab meat
        offset.x = -1;
        setNextActionDelay( 3 );
        sendDummyAction( &manD2, "USE", offset );
        
        // cook
        offset.y = 1;
        offset.x = 0;
        setNextActionDelay( 3.75 );
        sendDummyAction( &manD2, "USE", offset );


        // walk to fence
        addToMove( 1, -1 );
        setNextActionDelay( 3 );
        sendDummyMove( &womanD2, finishMove() );


        // close fence
        offset.y = 0;
        offset.x = 0;
        setNextActionDelay( 3.75 );
        sendDummyAction( &womanD2, "USE", offset );
        }
    else if( inTriggerNumber == t++ ) {
        // chop tree
        GridPos offset = { 1, 0 };
        sendDummyAction( &womanE1, "USE", offset );

        // put ax in cart
        offset.x = 0;
        offset.y = 1;
        setNextActionDelay( 1.5 );
        sendDummyAction( &womanE1, "DROP", offset, true, -1 );

        // grab wood
        offset.y = 0;
        offset.x = 1;
        setNextActionDelay( 2.25 );
        sendDummyAction( &womanE1, "USE", offset );

        // put wood in cart
        offset.x = 0;
        offset.y = 1;
        setNextActionDelay( 3.25 );
        sendDummyAction( &womanE1, "DROP", offset, true, -1 );
        
        // walk to south
        addToMove( 0, -1 );
        addToMove( 0, -2 );
        addToMove( 0, -3 );
        addToMove( 0, -4 );
        addToMove( 0, -5 );
        addToMove( 0, -6 );
        addToMove( 0, -7 );
        addToMove( 0, -8 );
        addToMove( 0, -9 );

        setNextActionDelay( 4 );
        sendDummyMove( &womanE1, finishMove() );




        // chop
        offset.y = 0;
        offset.x = 1;
        setNextActionDelay( 0.25 );
        sendDummyAction( &manE1, "USE", offset );
        
        // put ax in cart
        offset.x = -1;
        setNextActionDelay( 1 );
        sendDummyAction( &manE1, "DROP", offset, true, -1 );

        // grab wood
        offset.y = 0;
        offset.x = 1;
        setNextActionDelay( 1.75 );
        sendDummyAction( &manE1, "USE", offset );
        
        // put wood in cart
        offset.x = -1;
        setNextActionDelay( 2.5 );
        sendDummyAction( &manE1, "DROP", offset, true, -1 );
        
        // grab cart
        setNextActionDelay( 3 );
        sendDummyAction( &manE1, "USE", offset );


        // walk to village
        addToMove( -1, -1 );
        addToMove( -2, -1 );
        addToMove( -3, -1 );
        addToMove( -4, -1 );
        addToMove( -5, -1 );
        addToMove( -6, -1 );
        addToMove( -7, -1 );
        addToMove( -8, -1 );
        addToMove( -9, -1 );
        setNextActionDelay( 3.5 );
        sendDummyMove( &manE1, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // car drives past
        
        addToMove( -1, 0 );
        addToMove( -2, 0 );
        addToMove( -3, 0 );
        addToMove( -4, 0 );
        addToMove( -5, 0 );
        addToMove( -6, 0 );
        addToMove( -7, 0 );
        addToMove( -8, 0 );
        addToMove( -9, 0 );
        addToMove( -10, 0 );
        addToMove( -11, 0 );
        addToMove( -12, 0 );
        addToMove( -13, 0 );
        addToMove( -14, 0 );
        addToMove( -15, 0 );
        sendDummyMove( &carDriver, finishMove() );


        addToMove( -1, 0 );
        addToMove( -2, 0 );
        addToMove( -3, 0 );
        addToMove( -4, 0 );
        addToMove( -5, 0 );
        addToMove( -6, 0 );
        addToMove( -7, 0 );
        addToMove( -8, 0 );
        addToMove( -9, 0 );
        addToMove( -10, 0 );
        addToMove( -11, 0 );
        addToMove( -12, 0 );
        setNextActionDelay( 2 );
        sendDummyMove( &carDriver, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // horn honks
        
        // plays on decay of this place-holder object
        setMapObject( 102, -2, 654 );
        }
    else if( inTriggerNumber == t++ ) {
        // transport goes overhead
        
        addToMove( 0, 1 );
        addToMove( 0, 2 );
        addToMove( 0, 3 );
        addToMove( 0, 4 );
        addToMove( 0, 5 );
        addToMove( 0, 6 );
        addToMove( 0, 7 );
        addToMove( 0, 8 );
        addToMove( 0, 9 );
        addToMove( 0, 10 );
        addToMove( 0, 11 );
        addToMove( 0, 12 );
        addToMove( 0, 13 );
        addToMove( 0, 14 );
        addToMove( 0, 15 );
        sendDummyMove( &transportDriver, finishMove() );


        addToMove( 0, 1 );
        addToMove( 0, 2 );
        addToMove( 0, 3 );
        addToMove( 0, 4 );
        addToMove( 0, 5 );
        addToMove( 0, 6 );
        addToMove( 0, 7 );
        addToMove( 0, 8 );
        addToMove( 0, 9 );
        addToMove( 0, 10 );
        setNextActionDelay( 3 );
        sendDummyMove( &transportDriver, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        // robot switch to firing state
        setMapObject( 115, 8, 648 );
        }
    else if( inTriggerNumber == t++ ) {
        killPlayer( "*****@*****.**" );
        }
    else if( inTriggerNumber == t++ ) {
        // robot switch to greeting state
        setMapObject( 115, 8, 649 );
        }
    else if( inTriggerNumber == t++ ) {
        // robot switch to leaving state
        setMapObject( 115, 8, 0 );

        GridPos startPos = { 115, 8 };
        
        
        
        robotDummy = newDummyPlayer( "*****@*****.**", 650, 0,
                                    startPos,
                                    0,
                                    clothing );
        
        // robot runs north
        addToMove( 0, 1 );
        addToMove( 0, 2 );
        addToMove( 0, 3 );
        addToMove( 0, 4 );
        addToMove( 0, 5 );
        addToMove( 0, 6 );
        addToMove( 0, 7 );
        addToMove( 0, 8 );
        addToMove( 0, 9 );

        sendDummyMove( &robotDummy, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {
        
        GridPos startPos = { -16, -8 };
        
        
        
        wolfDummy = newDummyPlayer( "*****@*****.**", 418, 0,
                                    startPos,
                                    0,
                                    clothing );
        }
    else if( inTriggerNumber == t++ ) {
        // wolf runs past cammera
        addToMove( 1, -1 );
        addToMove( 2, -2 );
        addToMove( 3, -3 );
        addToMove( 4, -4 );
        addToMove( 5, -5 );
        addToMove( 6, -6 );
        addToMove( 7, -7 );
        addToMove( 8, -8 );
        
        sendDummyMove( &wolfDummy, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {

        GridPos startPos = { -10, -10 };
        
        
        
        firstBaby = newDummyPlayer( "*****@*****.**", 19, 0,
                                    startPos,
                                    0,
                                    clothing );

        // stick a loincloth to right so we can put it on baby
        setMapObject( -1, -10, 200 );

        // set up phonograph
        setMapObject( 3, 0, 488 );
        setMapObject( 4, 0, 491 );
        }
    else if( inTriggerNumber == t++ ) {
        sendDummySay( &firstBaby, "O" );
        }
    else if( inTriggerNumber == t++ ) {
        sendDummySay( &firstBaby, "K" );
        }
    else if( inTriggerNumber == t++ ) {

        GridPos deathPos = killPlayer( "*****@*****.**" );
        firstBaby.pos = deathPos;
        }
    else if( inTriggerNumber == t++ ) {        
        // baby walks around at end
        addToMove( 1, 0 );
        addToMove( 2, 0 );
        addToMove( 3, 0 );
        addToMove( 4, 0 );
        
        sendDummyMove( &firstBaby, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {        
        // baby walks around at end
        addToMove( -1, 0 );
        addToMove( -2, 0 );
        addToMove( -3, 0 );
        
        sendDummyMove( &firstBaby, finishMove() );
        }
    else if( inTriggerNumber == t++ ) {        
        // kill baby
        
        dummySockets.deleteElementEqualTo( firstBaby.sock );

        delete firstBaby.sock;
        }
    
    }