The Caves of Clojure: Interlude 1
Read OriginalThis article is part of a series on building a roguelike game in Clojure. It details the refactoring process using tools like Kibit, then dives into a core technical problem: how to handle shared behavior (like movement) across different entity types (Player, Lichen, Bunny) using Clojure protocols and macros to avoid code duplication.
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