Class GauntletLayer

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

MacOS (ARM): 0x31d55c

MacOS (Intel): 0x3955f0

Windows: Out of line

Android

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staticcocos2d::CCScene*scene()

MacOS (ARM): 0x31d474

MacOS (Intel): 0x3954e0

Windows: 0x1e90b0

Android

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Public member functions8
boolinit()

MacOS (ARM): 0x31d624

MacOS (Intel): 0x3956d0

Windows: 0x1e93d0

Android

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voidonBack()

MacOS (ARM): 0x31dc80

MacOS (Intel): 0x395d40

Windows: 0x1eb5e0

Android

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voidonLevel()

MacOS (ARM): 0x31f034

MacOS (Intel): 0x397270

Windows: 0x1eaf60

Android

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voidsetupGauntlet()

MacOS (ARM): 0x31dcc8

MacOS (Intel): 0x395d90

Windows: 0x1e9fd0

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voidunlockActiveItem()

MacOS (ARM): 0x31f078

MacOS (Intel): 0x3972b0

Windows: 0x1eafd0

Android

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virtualvoidkeyBackClicked()

MacOS (ARM): 0x31f6f8

MacOS (Intel): 0x3978b0

Windows: 0x1eb630

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virtualvoidloadLevelsFinished(,,
intp2
)

MacOS (ARM): 0x31ebdc

MacOS (Intel): 0x396e80

Windows: 0x1e9bc0

Android

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virtualvoidloadLevelsFailed(,
intp1
)

MacOS (ARM): 0x31ed74

MacOS (Intel): 0x397010

Windows: 0x1e9dd0

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