Steve Losh 7/30/2012

The Caves of Clojure: Part 6

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This article is the sixth installment in a series about implementing a roguelike game using the Clojure programming language. It details refactoring aspect functions for cleaner code chaining, adding an HP-based combat system with Attacker and Defender components, and implementing a messaging infrastructure, following the structure of an existing tutorial but using an entity/aspect architecture.

The Caves of Clojure: Part 6

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