Create MicroPython applications for Universe 2025 (Tufty) Badge including display graphics, button handling, and MonaOS app structure. Use when building badge apps, creating interactive displays, or developing MicroPython programs.
Creates MicroPython apps for Universe 2025 Badge with MonaOS structure, display graphics, and button handling. Use when building badge applications.
/plugin marketplace add johnlindquist/badger-2350-plugin/plugin install badger-2350-dev@badger-marketplaceThis skill inherits all available tools. When active, it can use any tool Claude has access to.
Create well-structured MicroPython applications for the Universe 2025 (Tufty) Badge with MonaOS integration, display graphics, button handling, and proper app architecture.
Critical: MonaOS apps follow a specific structure. Each app is a directory in /system/apps/ containing:
/system/apps/my_app/
├── icon.png # 24x24 PNG icon
├── __init__.py # Entry point with update() function
└── assets/ # Optional: app assets (auto-added to path)
└── ...
Your __init__.py must implement:
update() - Required, called every frame by MonaOS:
def update():
# Called every frame
# Draw your UI, handle input, update state
pass
init() - Optional, called once when app launches:
def init():
# Initialize app state, load resources
pass
on_exit() - Optional, called when HOME button pressed:
def on_exit():
# Save state, cleanup resources
pass
# __init__.py - MonaOS app template
from badgeware import screen, brushes, shapes, io, PixelFont, Image
# App state
app_state = {
"counter": 0,
"color": (255, 255, 255)
}
def init():
"""Called once when app launches"""
# Load font
screen.font = PixelFont.load("nope.ppf")
# Load saved state if exists
try:
with open("/storage/myapp_state.txt", "r") as f:
app_state["counter"] = int(f.read())
except:
pass
print("App initialized!")
def update():
"""Called every frame by MonaOS"""
# Clear screen
screen.brush = brushes.color(20, 40, 60)
screen.clear()
# Draw UI
screen.brush = brushes.color(255, 255, 255)
screen.text("My App", 10, 10)
screen.text(f"Count: {app_state['counter']}", 10, 30)
# Handle buttons (checked every frame)
if io.BUTTON_A in io.pressed:
app_state["counter"] += 1
if io.BUTTON_B in io.pressed:
app_state["counter"] = 0
# HOME button exits automatically
def on_exit():
"""Called when returning to MonaOS menu"""
# Save state
with open("/storage/myapp_state.txt", "w") as f:
f.write(str(app_state["counter"]))
print("App exiting!")
from badgeware import screen, brushes, shapes, Image, PixelFont, Matrix, io
The screen is a 160×120 RGB framebuffer that MonaOS automatically pixel-doubles to 320×240.
Basic Drawing:
# Set brush color (RGB 0-255)
screen.brush = brushes.color(r, g, b)
# Clear screen
screen.clear()
# Draw text
screen.text("Hello", x, y)
# Draw shapes
screen.draw(shapes.rectangle(x, y, width, height))
screen.draw(shapes.circle(x, y, radius))
screen.draw(shapes.line(x1, y1, x2, y2))
screen.draw(shapes.arc(x, y, radius, start_angle, end_angle))
screen.draw(shapes.pie(x, y, radius, start_angle, end_angle))
Antialiasing (smooth edges):
screen.antialias = Image.X4 # Enable 4x antialiasing
screen.antialias = Image.NONE # Disable
No Manual Update Needed: MonaOS automatically updates the display after each update() call.
Full documentation: https://github.com/badger/home/blob/main/badgerware/shapes.md
Available Shapes:
from badgeware import shapes
# Rectangle
shapes.rectangle(x, y, width, height)
# Circle
shapes.circle(x, y, radius)
# Line
shapes.line(x1, y1, x2, y2)
# Arc (portion of circle outline)
shapes.arc(x, y, radius, start_angle, end_angle)
# Pie (filled circle segment)
shapes.pie(x, y, radius, start_angle, end_angle)
# Rounded rectangle
shapes.rounded_rectangle(x, y, width, height, radius)
# Regular polygon (pentagon, hexagon, etc.)
shapes.regular_polygon(x, y, sides, radius)
# Squircle (smooth rectangle-circle hybrid)
shapes.squircle(x, y, width, height)
Transformations:
from badgeware import Matrix
# Create shape
rect = shapes.rectangle(-1, -1, 2, 2)
# Apply transformation
rect.transform = Matrix() \
.translate(80, 60) \ # Move to center
.scale(20, 20) \ # Scale up
.rotate(io.ticks / 100) # Animated rotation
screen.draw(rect)
Full documentation: https://github.com/badger/home/blob/main/badgerware/brushes.md
Solid Colors:
from badgeware import brushes
# RGB color (0-255 per channel)
screen.brush = brushes.color(r, g, b)
# Examples
screen.brush = brushes.color(255, 0, 0) # Red
screen.brush = brushes.color(0, 255, 0) # Green
screen.brush = brushes.color(0, 0, 255) # Blue
screen.brush = brushes.color(255, 255, 255) # White
screen.brush = brushes.color(0, 0, 0) # Black
Full documentation: https://github.com/badger/home/blob/main/PixelFont.md
30 Licensed Pixel Fonts Included:
from badgeware import PixelFont
# Load font
screen.font = PixelFont.load("nope.ppf")
# Draw text with loaded font
screen.text("Styled text", x, y)
# Measure text width
width = screen.font.measure("text to measure")
# Reset to default font
screen.font = None
Full documentation: https://github.com/badger/home/blob/main/badgerware/Image.md
Loading Images:
from badgeware import Image
# Load PNG image
img = Image.load("sprite.png")
# Blit to screen
screen.blit(img, x, y)
# Scaled blit
screen.scale_blit(img, x, y, width, height)
Sprite Sheets:
# Using SpriteSheet helper (from examples)
from lib import SpriteSheet
# Load sprite sheet (7 columns, 1 row)
sprites = SpriteSheet("assets/mona-sprites.png", 7, 1)
# Blit specific sprite (column 0, row 0)
screen.blit(sprites.sprite(0, 0), x, y)
# Scaled sprite
screen.scale_blit(sprites.sprite(3, 0), x, y, 30, 30)
Full documentation: https://github.com/badger/home/blob/main/badgerware/io.md
from badgeware import io
# Available buttons
io.BUTTON_A # Left button
io.BUTTON_B # Middle button
io.BUTTON_C # Right button
io.BUTTON_UP # Up button
io.BUTTON_DOWN # Down button
io.BUTTON_HOME # HOME button (exits to MonaOS)
Check button states within your update() function:
def update():
# Button just pressed this frame
if io.BUTTON_A in io.pressed:
print("A was just pressed")
# Button just released this frame
if io.BUTTON_B in io.released:
print("B was just released")
# Button currently held down
if io.BUTTON_C in io.held:
print("C is being held")
# Button state changed this frame (pressed or released)
if io.BUTTON_UP in io.changed:
print("UP state changed")
No Debouncing Needed: The io module handles button debouncing automatically.
menu_items = ["Option 1", "Option 2", "Option 3", "Option 4"]
selected = 0
def update():
global selected
# Clear screen
screen.brush = brushes.color(20, 40, 60)
screen.clear()
# Draw title
screen.brush = brushes.color(255, 255, 255)
screen.text("Menu", 10, 5)
# Draw menu items
y = 30
for i, item in enumerate(menu_items):
if i == selected:
# Highlight selected item
screen.brush = brushes.color(255, 255, 0)
screen.text("> " + item, 10, y)
else:
screen.brush = brushes.color(200, 200, 200)
screen.text(" " + item, 10, y)
y += 20
# Handle navigation
if io.BUTTON_UP in io.pressed:
selected = (selected - 1) % len(menu_items)
if io.BUTTON_DOWN in io.pressed:
selected = (selected + 1) % len(menu_items)
if io.BUTTON_A in io.pressed:
print(f"Selected: {menu_items[selected]}")
from badgeware import io
import math
def update():
# io.ticks increments every frame
# Use for smooth animations
# Oscillating value
y = (math.sin(io.ticks / 100) * 30) + 60
# Rotating shape
angle = io.ticks / 50
rect = shapes.rectangle(-1, -1, 2, 2)
rect.transform = Matrix().translate(80, 60).rotate(angle)
screen.draw(rect)
# Pulsing size
scale = (math.sin(io.ticks / 60) * 10) + 20
circle = shapes.circle(80, 60, scale)
screen.draw(circle)
Store app data in the writable LittleFS partition at /storage/:
import json
CONFIG_FILE = "/storage/myapp_config.json"
def save_config(data):
"""Save configuration to persistent storage"""
try:
with open(CONFIG_FILE, "w") as f:
json.dump(data, f)
print("Config saved!")
except Exception as e:
print(f"Save failed: {e}")
def load_config():
"""Load configuration from persistent storage"""
try:
with open(CONFIG_FILE, "r") as f:
return json.load(f)
except:
# Return defaults if file doesn't exist
return {
"name": "Badge User",
"theme": "light",
"counter": 0
}
# Usage in app
config = {}
def init():
global config
config = load_config()
print(f"Loaded: {config}")
def on_exit():
save_config(config)
class AppState:
MENU = 0
GAME = 1
SETTINGS = 2
GAME_OVER = 3
state = AppState.MENU
game_data = {"score": 0, "level": 1}
def update():
global state
if state == AppState.MENU:
draw_menu()
if io.BUTTON_A in io.pressed:
state = AppState.GAME
elif state == AppState.GAME:
update_game()
draw_game()
if game_data["score"] < 0:
state = AppState.GAME_OVER
elif state == AppState.SETTINGS:
draw_settings()
if io.BUTTON_B in io.pressed:
state = AppState.MENU
elif state == AppState.GAME_OVER:
draw_game_over()
if io.BUTTON_A in io.pressed:
state = AppState.MENU
game_data = {"score": 0, "level": 1}
def draw_menu():
screen.brush = brushes.color(0, 0, 0)
screen.clear()
screen.brush = brushes.color(255, 255, 255)
screen.text("MAIN MENU", 40, 50)
screen.text("Press A to start", 30, 70)
def update_game():
# Game logic
game_data["score"] += 1
def draw_game():
screen.brush = brushes.color(0, 0, 0)
screen.clear()
screen.brush = brushes.color(255, 255, 255)
screen.text(f"Score: {game_data['score']}", 10, 10)
def draw_settings():
# Settings UI
pass
def draw_game_over():
screen.brush = brushes.color(0, 0, 0)
screen.clear()
screen.brush = brushes.color(255, 0, 0)
screen.text("GAME OVER", 40, 50)
screen.text(f"Score: {game_data['score']}", 40, 70)
Use standard MicroPython network module:
import network
import time
def connect_wifi(ssid, password):
"""Connect to WiFi network"""
wlan = network.WLAN(network.STA_IF)
wlan.active(True)
if wlan.isconnected():
print("Already connected:", wlan.ifconfig()[0])
return True
print(f"Connecting to {ssid}...")
wlan.connect(ssid, password)
# Wait for connection (with timeout)
timeout = 10
while not wlan.isconnected() and timeout > 0:
time.sleep(1)
timeout -= 1
if wlan.isconnected():
print("Connected:", wlan.ifconfig()[0])
return True
else:
print("Connection failed")
return False
def fetch_data(url):
"""Fetch data from URL"""
try:
import urequests
response = urequests.get(url)
data = response.json()
response.close()
return data
except Exception as e:
print(f"Error fetching data: {e}")
return None
# Usage in app
def init():
if connect_wifi("MyWiFi", "password123"):
data = fetch_data("https://api.example.com/data")
if data:
print("Got data:", data)
Full WiFi docs: https://docs.micropython.org/en/latest/rp2/quickref.html#wlan
# Bad - many individual draws
def update():
for i in range(100):
screen.draw(shapes.rectangle(i, i, 2, 2))
# Better - batch or optimize
def update():
# Draw fewer, larger shapes
screen.draw(shapes.rectangle(0, 0, 100, 100))
# Cache expensive calculations
_cached_sprites = None
def get_sprites():
global _cached_sprites
if _cached_sprites is None:
_cached_sprites = SpriteSheet("sprites.png", 8, 8)
return _cached_sprites
def update():
sprites = get_sprites() # Fast after first call
screen.blit(sprites.sprite(0, 0), 10, 10)
# Bad - creates new lists every frame
def update():
items = [1, 2, 3, 4, 5] # Don't do this in update()
for item in items:
process(item)
# Good - create once, reuse
items = [1, 2, 3, 4, 5] # Module level
def update():
for item in items: # Reuse existing list
process(item)
my_app/
├── icon.png
└── __init__.py
my_app/
├── icon.png
├── __init__.py # Entry point
└── assets/
├── sprites.png
├── font.ppf
└── config.json
Access assets using relative paths (assets/ is auto-added to sys.path):
# In __init__.py
from badgeware import Image
# Load from assets/
sprite = Image.load("assets/sprites.png")
# Or if assets/ in path:
sprite = Image.load("sprites.png")
def update():
"""Update with error handling"""
try:
# Your update code
draw_ui()
handle_input()
except Exception as e:
# Show error on screen
screen.brush = brushes.color(255, 0, 0)
screen.clear()
screen.brush = brushes.color(255, 255, 255)
screen.text("Error:", 10, 10)
screen.text(str(e)[:30], 10, 30)
# Log to console for debugging
import sys
sys.print_exception(e)
# Run app temporarily without installing
mpremote run my_app/__init__.py
# Connect to REPL
mpremote
# Test imports
>>> from badgeware import screen, brushes
>>> screen.brush = brushes.color(255, 0, 0)
>>> screen.clear()
def update():
# Print statements appear in REPL/serial console
print(f"State: {state}, Counter: {counter}")
# Draw debug info on screen
screen.text(f"Debug: {value}", 0, 110)
Study official examples: https://github.com/badger/home/tree/main/badge/apps
Key examples:
# __init__.py - Complete counter app with persistence
from badgeware import screen, brushes, shapes, io, PixelFont
import json
# State
counter = 0
high_score = 0
def init():
"""Load saved state"""
global counter, high_score
screen.font = PixelFont.load("nope.ppf")
try:
with open("/storage/counter_state.json", "r") as f:
data = json.load(f)
counter = data.get("counter", 0)
high_score = data.get("high_score", 0)
except:
pass
print(f"Counter initialized: {counter}, High: {high_score}")
def update():
"""Update every frame"""
global counter, high_score
# Clear screen
screen.brush = brushes.color(20, 40, 60)
screen.clear()
# Draw title
screen.brush = brushes.color(255, 255, 255)
screen.text("COUNTER APP", 30, 10)
# Draw counter (large)
screen.text(f"{counter}", 60, 40, scale=3)
# Draw high score
screen.text(f"High: {high_score}", 40, 80)
# Draw instructions
screen.text("A: +1 B: Reset", 20, 105)
# Handle buttons
if io.BUTTON_A in io.pressed:
counter += 1
if counter > high_score:
high_score = counter
if io.BUTTON_B in io.pressed:
counter = 0
def on_exit():
"""Save state before exit"""
try:
with open("/storage/counter_state.json", "w") as f:
json.dump({
"counter": counter,
"high_score": high_score
}, f)
print("State saved!")
except Exception as e:
print(f"Save failed: {e}")
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