Class GauntletLayer

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

MacOS (ARM): 0x30fc28

MacOS (Intel): 0x37f700

Windows: Out of line

Android

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staticcocos2d::CCScene*scene()

MacOS (ARM): 0x30fb40

Windows: 0x1f2920

Android

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Public member functions8
boolinit()

MacOS (ARM): 0x30fcf0

MacOS (Intel): 0x37f7e0

Windows: 0x1f2c50

Android

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voidonBack()

Windows: 0x1f4f00

Android

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voidonLevel()

MacOS (ARM): 0x3116ec

MacOS (Intel): 0x381320

Windows: 0x1f4880

Android

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voidsetupGauntlet()

MacOS (ARM): 0x310394

MacOS (Intel): 0x37fea0

Windows: 0x1f3850

Android

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voidunlockActiveItem()

MacOS (ARM): 0x311730

MacOS (Intel): 0x381360

Windows: 0x1f48f0

Android

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virtualvoidkeyBackClicked()

MacOS (ARM): 0x311db0

MacOS (Intel): 0x381960

Windows: 0x1f4f50

iOS: 0x233c90

Android

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virtualvoidloadLevelsFinished(,,
intp2
)

MacOS (ARM): 0x311274

MacOS (Intel): 0x380f10

Windows: 0x1f3440

iOS: 0x2335f0

Android

No description provided
virtualvoidloadLevelsFailed(,
intp1
)

MacOS (ARM): 0x31141c

MacOS (Intel): 0x3810b0

Windows: 0x1f3650

iOS: 0x2336c4

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