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KorGE has a Stage like AS3, Pixi and HTML DOM and a display tree with View nodes.


The very basic Hello World in Korge, looks like this:

suspend fun main() = Korge { // this: Stage ->
    solidRect(100, 100, Colors.RED)


But larger applications define a module, scenes and use the Korinject’s dependency injector:

suspend fun main() = Korge(Korge.Config(module = MyModule))

object MyModule : Module() {
    override val mainScene = MyScene1::class

    override suspend fun Injector.configure(): Unit {
        mapInstance(MyDependency("HELLO WORLD"))
        mapPrototype { MyScene1(get()) }

class MyDependency(val value: String)

class MyScene1(val myDependency: MyDependency) : Scene() {
    override suspend fun Container.sceneInit() {
        text("MyScene1: ${myDependency.value}")
        solidRect(100, 100, Colors.RED).position(100, 100).onClick { launchImmediately { sceneContainer.changeTo<MyScene1>(MyDependency("other")) } }

KorGE defines ResourcesRoot, that is a mountable virtual file system that works with Korio’s VfsFile. It allows to load all kind of resources asynchronously from different sources and mount points.

  • Using KorIO it can read ByteArrays, Strings, XMLs, JSONs, YAMLs…
  • Using KorIM it can load images
  • And using KorAU can load sound and music files

It defines Scene that act as a controller and a way to split the application in smaller parts. It uses the Injector from Korio as an IoC mechanism to declare dependencies to Scenes.

Optionally (not imposed) it can use the Korio’s Bus for communicating different parts of the application.

You can do MVCS as Robot-legs. Or use your own way of programming. KorGE gives you some facilities for some different programming strategies but without imposing anything.


KorGE games can be easily debugged using IntelliJ, by running the runJvm task in debug mode.

Additionally, KorGE allows you to debug the position and size of the components. Simply press F7 while debugging your applications to toggle the display of borders around the views.

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