Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
(3 edits)

Kotlin, Kotlin and Kotlin

Kotlin is excellent. Did I mention that? It has all of the benefits of Java such as the rich libraries, LibGDX, with none of the downsides. It's also incredibly succinct.


If I want to run something after a few seconds, I use a Timer class with a method after() that takes () -> Unit as its last parameter.

Here's the signature…

fun after(seconds: Float, run: () -> Unit)

That lets me call it with a lambda as follows…

timer.after(5f) {

For what it's worth, the implementation of after() is incredible short…

fun after(seconds: Float, run: () -> Unit) = q.add(Task(run, now + seconds))

Extension Methods

Another thing that works rather well is Kotlin's implementation of extension methods. C# also has extension methods, but Kotlin's go further. Let's say I want to run all the eligible tasks in the timer's update() method. I could write it all inline in the update() method, checking that the LibGDX BinaryHeap backing the timer isn't empty, peeking the head to see if it's eligible, popping it and invoking it if it is, but that would be rather verbose and would hide my intent.

Or I could do this…

var task = q.nextTask()
while (task != null) {
    task = q.nextTask()

Here, q.nextTask() is an extension method on BinaryHeap<Task> that returns null if there isn't an eligible task or the next eligible task if there is. It's implemented as a private method inside Timer, so it has access to its properties, including the all-important now property.

private fun BinaryHeap<Task>.nextTask(): Task? {
    if (size > 0) {
        val task = peek()
        if (task.value <= now) {
            return task
    return null

Extension Properties

Kotlin also has extension properties. I have an interface Transformable that has properties worldX and worldY. When I use objects that implement Transformable in the renderer, I want to know where they are in relation to its camera. To do that, I add a couple of extension properties on Transformable in the renderer, called cameraX and cameraY. The implementation of cameraX is shown below.

val Transformable.cameraX: Float
    get() = toCameraX(worldX)

That allows the renderer to do things like this…

batch.draw(image, t.cameraX, t.cameraY)


Also, Kotlin's implementation of delegation is something that I haven't seen before. In the following example, class Animal implements Transformable, but the implementation of Transformable is handled by t which by default is of type Transform. That means any call to a method or property on Animal that implements the Transformable interface is automatically delegated to t, without the need to delegate it yourself.

class Animal(x: Float, y: Float, t: Transformable = Transform()) : Transformable by t {

For example, in the following code, the property worldX is implemented by a Transform, without the need for me to write anything more.

var a = Animal(100f, 200f)
var x = a.worldX


I am not going to claim to be an expert at Kotlin. I only started using it when I began this project, and have been working my way through the Kotlin koans (found here) on my lunch breaks. But I am very pleased with what I've found so far and I think that I will use it instead of Java in circumstances where that's practical.

Kotlin seems interesting. Did you find it difficult to transition from Java to Kotlin ?

(1 edit)

I'm glad to say that it has been a fairly smooth transition, although some of my code has more than a hint of "let's try this Kotlin feature" as I'm still learning. I regularly use Java, C#, Python and JavaScript for my day job, so many of the ideas in it are familiar.

What I like about it is:

  • it's succinct, which is a refreshing change from Java's verbosity
  • it's expressive - some of it is reminiscent of LINQ
  • it has batteries included, as it can use any Java library
  • it doesn't enforce any particular programming paradigm - if all you want is a function then that's fine
  • it has new ideas that work well, such as its approach to delegation

If you want to learn it, start with the tutorials, browse the reference and definitely, definitely do the Kotlin koans (I've been doing these on my lunch breaks and they're very good).

Update: this is a very good overview of Kotlin (video + transcript)