CListValue(CPropValue) ====================== .. module:: bge.types base class --- :class:`CPropValue` .. class:: CListValue(CPropValue) This is a list like object used in the game engine internally that behaves similar to a python list in most ways. As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``) Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported. .. method:: append(val) Add an item to the list (like pythons append) .. warning:: Appending values to the list can cause crashes when the list is used internally by the game engine. .. method:: count(val) Count the number of instances of a value in the list. :return: number of instances :rtype: integer .. method:: index(val) Return the index of a value in the list. :return: The index of the value in the list. :rtype: integer .. method:: reverse() Reverse the order of the list. .. method:: get(key, default=None) Return the value matching key, or the default value if its not found. :return: The key value or a default. .. method:: from_id(id) This is a funtion especially for the game engine to return a value with a spesific id. Since object names are not always unique, the id of an object can be used to get an object from the CValueList. Example: .. code-block:: python myObID=id(gameObject) ob= scene.objects.from_id(myObID) Where ``myObID`` is an int or long from the id function. This has the advantage that you can store the id in places you could not store a gameObject. .. warning:: The id is derived from a memory location and will be different each time the game engine starts. .. warning:: The id can't be stored as an integer in game object properties, as those only have a limited range that the id may not be contained in. Instead an id can be stored as a string game property and converted back to an integer for use in from_id lookups.