Class GauntletLayer

#include <Geode/binding/GauntletLayer.hpp>
classGauntletLayer:publiccocos2d::CCLayer,publicLevelManagerDelegate{ ... }
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Examples0
Public static methods2
staticGauntletLayer*create()

MacOS (ARM): 0x318c44

MacOS (Intel): 0x3929c0

Windows: Out of line

iOS: 0x23227c

Android

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staticcocos2d::CCScene*scene()

MacOS (ARM): 0x318b5c

MacOS (Intel): 0x3928b0

Windows: 0x1f5df0

iOS: 0x232230

Android

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Public member functions8
virtualvoidkeyBackClicked()

MacOS (ARM): 0x31ad94

MacOS (Intel): 0x394c20

Windows: 0x1f8460

iOS: 0x233edc

Android

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virtualvoidloadLevelsFinished(,,
inttype
)

MacOS (ARM): 0x31a27c

MacOS (Intel): 0x3941d0

Windows: 0x1f6930

iOS: 0x23383c

Android

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virtualvoidloadLevelsFailed(,
inttype
)

MacOS (ARM): 0x31a410

MacOS (Intel): 0x394370

Windows: 0x1f6b40

iOS: 0x233910

Android

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boolinit()

MacOS (ARM): 0x318d0c

MacOS (Intel): 0x392aa0

Windows: 0x1f6140

iOS: 0x232338

Android

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voidonBack()

MacOS (ARM): 0x319368

MacOS (Intel): 0x393100

Windows: 0x1f8410

iOS: 0x232958

Android

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voidonLevel()

MacOS (ARM): 0x31a6cc

MacOS (Intel): 0x3945e0

Windows: 0x1f7d90

iOS: 0x233aa0

Android

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voidsetupGauntlet()

MacOS (ARM): 0x3193b0

MacOS (Intel): 0x393150

Windows: 0x1f6d40

iOS: 0x2329a0

Android

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voidunlockActiveItem()

MacOS (ARM): 0x31a710

MacOS (Intel): 0x394620

Windows: 0x1f7e00

iOS: 0x233ae4

Android

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Fields8
;
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LoadingCircle*m_loadingCircle
;
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GauntletTypem_gauntletType
;
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cocos2d::CCSprite*m_backgroundSprite
;
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void*m_unkPtr
;
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CCMenuItemSpriteExtra*m_activeItemButton
;
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cocos2d::CCArray*m_activeObjects
;
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TextArea*m_tryAgainText
;
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Protected member functions0
Protected fields0
Derived classes0