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Multiplayer Link

Thumby communication is half-duplex serial, meaning only one Thumby can talk at a time. The .send(...) function only succeeds on the first time calling it, if data is received when calling .receive(), or if a timeout occurred.

thumby.link.send(data) | tries to send data over link cable. Returns False if data was not received before timeout, or True if data transmission succeeds. All parameters required.

  • data
    • type: bytes or bytearray
    • value: bytes or bytearray filled with integers scaled 0 to 255 (max array length is 512)

thumby.link.receive() | retrieves data sent over link cable. Returns bytearray containing integers scaled 0 to 255 (max array length is 512), returns None otherwise


The Thumby link API takes care of the half-duplex communication for you! Half-duplex communication works similarly to walkie-talkies - only one device can communicate to the other at a time.

Encoding, sending, receiving, and decoding data

Data must be encoded to bytes before sending, and decoded from bytes after it is received. MicroPython offers built-in utilities to help prepare data.

  • List of bytes (each element is a value from 0 to 255). Wrap the list with bytearray() and use it like a normal array
# Allow both Thumbys to move their own square

import thumby

# Set the FPS to something high. The other player's
# movement will be at half the refresh rate!
thumby.display.setFPS(90)

# Convert the list to a bytearray and use the first 
# element as an x position and the second as a y
myPlayerPos = bytearray([0, 0])
theirPlayerPos = bytearray([0, 0])

while True:
    # No screen bounds checking done
    if thumby.buttonU.pressed():
        myPlayerPos[1] -= 1
    elif thumby.buttonD.pressed():
        myPlayerPos[1] += 1
    elif thumby.buttonL.pressed():
        myPlayerPos[0] -= 1
    elif thumby.buttonR.pressed():
        myPlayerPos[0] += 1

    # Draw the squares
    thumby.display.fill(0)
    thumby.display.drawFilledRectangle(myPlayerPos[0], myPlayerPos[1], 2, 2, 1)
    thumby.display.drawFilledRectangle(theirPlayerPos[0], theirPlayerPos[1], 2, 2, 1)
    thumby.display.update()

    # .send(...) and .receive() should be called in the same
    # loop to ensure fastest back and forth communication!
    # The other Thumby won't send data until it gets something
    # back!
    thumby.link.send(myPlayerPos)
    received = thumby.link.receive()

    # Check that data was received and then
    # assign it to the other player's square
    if received != None:
        theirPlayerPos = received
  • Strings. Use .encode() and .decode() on strings!
# Send random texts to the other Thumby

import thumby
import random

# Set a low FPS since just texting back and forth
thumby.display.setFPS(15)

# Define alphabet get getting random characters from
alphabet = "abcdefghijklmnopqrstuvwxyz"

# Store last received message in this
lastReceivedMessage = ""

while True:
    # Unless a button is pressed later, a blank message will be sent
    message = ""

    # Make a random message on button press
    if thumby.buttonA.pressed():
        for i in range(0, 6, 1):
            message += alphabet[random.randint(0, 25)]

    # Send message after encoding even if "" or random
    thumby.link.send(message.encode())

    # Always try to receive data
    received = thumby.link.receive()
    if received != None:
        # Decode the string!
        received = received.decode()
        if received != "":
            lastReceivedMessage = received

    # Display the last message received
    thumby.display.fill(0)
    thumby.display.drawText("Received:", 0, 0, 1)
    thumby.display.drawText(lastReceivedMessage, 16, 14, 1)
    thumby.display.update()
  • Objects (lists, tuples, dictionaries, and sets). Use the ujson module to serialize and deserialize the object. The below example uses lists with different type elements, but ujson works with other objects. WARNING: Serialization and deserialization can be slow!
# Allow each thumby to move their own named square

import thumby
import ujson
import random

# Set the FPS to something high. The other player's
# movement will be at half the refresh rate!
thumby.display.setFPS(90)

# Make a list for each player containing an x position,
# y position, and a name. This is a list with different
# type elements - bytearray cannot be used directly
myPlayerInfo = [0, 0, "Thumby" + str(random.randint(0, 1000))]
theirPlayerInfo = [0, 0, ""]

while True:
    # No screen bounds checking done
    if thumby.buttonU.pressed():
        myPlayerInfo[1] -= 1
    elif thumby.buttonD.pressed():
        myPlayerInfo[1] += 1
    elif thumby.buttonL.pressed():
        myPlayerInfo[0] -= 1
    elif thumby.buttonR.pressed():
        myPlayerInfo[0] += 1

    # Draw the squares and their names
    thumby.display.fill(0)
    thumby.display.drawText(myPlayerInfo[2], myPlayerInfo[0] - 25, myPlayerInfo[1] - 8, 1)
    thumby.display.drawFilledRectangle(myPlayerInfo[0], myPlayerInfo[1], 2, 2, 1)

    thumby.display.drawText(theirPlayerInfo[2], theirPlayerInfo[0] - 10, theirPlayerInfo[1] - 8, 1)
    thumby.display.drawFilledRectangle(theirPlayerInfo[0], theirPlayerInfo[1], 2, 2, 1)
    thumby.display.update()

    # .send(...) and .receive() should be called in the same
    # loop to ensure fastest back and forth communication!
    # The other Thumby won't send data until it gets something
    # back!
    thumby.link.send(ujson.dumps(myPlayerInfo).encode())
    received = thumby.link.receive()

    # Check that data was received and then
    # assign it to the other player's square
    if received != None:
        theirPlayerInfo = ujson.loads(received.decode())

Advanced

See the Tennis game for an example of complex usage of the link API. Tennis provides examples on how to sync various aspects of a game, such as the current game screen, sprite positions, sound, etc.


Script structure

The above examples only showed structures that work well but here is a structure that does not:

# Allow both Thumbys to move their own square

import thumby

# Set the FPS to something high. The other player's
# movement will be at half the refresh rate!
thumby.display.setFPS(90)

# Convert the list to a bytearray and use the first 
# element as an x position and the second as a y
myPlayerPos = bytearray([0, 0])
theirPlayerPos = bytearray([0, 0])

while True:
    # Move player but do not check screen 
    # bounds, also send on button press
    if thumby.buttonU.pressed():
        myPlayerPos[1] -= 1
        thumby.link.send(myPlayerPos)
    elif thumby.buttonD.pressed():
        myPlayerPos[1] += 1
        thumby.link.send(myPlayerPos)
    elif thumby.buttonL.pressed():
        myPlayerPos[0] -= 1
        thumby.link.send(myPlayerPos)
    elif thumby.buttonR.pressed():
        myPlayerPos[0] += 1
        thumby.link.send(myPlayerPos)

    # Draw the squares
    thumby.display.fill(0)
    thumby.display.drawFilledRectangle(myPlayerPos[0], myPlayerPos[1], 2, 2, 1)
    thumby.display.drawFilledRectangle(theirPlayerPos[0], theirPlayerPos[1], 2, 2, 1)
    thumby.display.update()

    received = thumby.link.receive()

    # Check that data was received and then
    # assign it to the other player's square
    if received != None:
        theirPlayerPos = received
The issue in the above script is that thumby.link.send(...) is only called when a button is pressed rather than every frame. This means at least one Thumby will have data ready to be sent, but it can't because it hasn't gotten a response.

Trying to send data every frame, even if it will be ignored, is a way to ensure each Thumby is able to send data as soon as possible.


Debugging

Sometimes it is necessary to see what crashed a game; however, with the Thumbys connected to each other, there is no way to see the output on a shell. There are two ways to debug your game

  1. Step through your code by placing calls to a draw function until the place just before execution stops is found. For example, place thumby.display.drawText(...) and thumby.display.update() at various places in the code - the instance that does not display on the screen is a hint to where the script crashes
  2. Wrap the code in a try and except block then write the exception to a file. For example,

import thumby

try:
    # Code that crashes
except Exception as e:
    f = open("/crash.log", "w")
    f.write(str(e))
    f.close()
This will not print the full traceback, but the file can be opened to see the exception message.

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