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/text-and-bitmaptext

Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.

From plugin
phaser
40k28 skills
Install
$ npx -y skills add phaserjs/phaser --skill text-and-bitmaptext --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/text-and-bitmaptext

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.

SKILL.md

text-and-bitmaptext.SKILL.md
name: text-and-bitmaptext
description: "Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style."

Text and BitmapText

> Displaying text in Phaser 4 -- the Canvas-based Text game object, TextStyle configuration, word wrap, BitmapText (static and dynamic), retro fonts, text alignment, text bounds, and padding.

**Key source paths:** `src/gameobjects/text/`, `src/gameobjects/bitmaptext/static/`, `src/gameobjects/bitmaptext/dynamic/` **Related skills:** ../loading-assets/SKILL.md, ../sprites-and-images/SKILL.md, ../game-object-components/SKILL.md

Quick Start

// Canvas-based Text (flexible styling, uses browser fonts)
const title = this.add.text(400, 50, 'Hello World', {
    fontFamily: 'Arial',
    fontSize: '32px',
    color: '#ffffff'
});

// BitmapText (pre-rendered font texture, faster rendering)
// Font must be loaded first: this.load.bitmapFont('myFont', 'font.png', 'font.xml')
const score = this.add.bitmapText(400, 100, 'myFont', 'Score: 0', 32);

// DynamicBitmapText (per-character manipulation via callback)
const fancy = this.add.dynamicBitmapText(400, 200, 'myFont', 'Wavy!', 32);
fancy.setDisplayCallback(function (data) {
    data.y += Math.sin(data.index * 0.5 + fancy.scene.time.now * 0.005) * 10;
    return data;
});

Core Concepts

Text vs BitmapText

| Feature | Text | BitmapText | DynamicBitmapText | |---|---|---|---| | Rendering method | Canvas 2D API, uploaded as texture | Pre-rendered font texture | Pre-rendered font texture | | Web/CSS fonts | Yes | No | No | | Shadows, gradients, strokes | Yes (Canvas API) | Drop shadow only (WebGL) | No | | Word wrap | Built-in (width, callback, advanced) | `setMaxWidth` | `setMaxWidth` | | Per-character effects | No | `setCharacterTint`, `setWordTint` (WebGL) | `setDisplayCallback` | | Performance | Slower (re-creates canvas texture on change) | Fast (batched rendering) | Moderate (callback per char) | | Alignment | `left`, `right`, `center`, `justify` | `ALIGN_LEFT` (0), `ALIGN_CENTER` (1), `ALIGN_RIGHT` (2) | Same as BitmapText | | RTL support | Yes (`rtl` style option) | No | No |

**Rule of thumb:** Use `Text` for UI elements that need flexible styling, web fonts, or infrequent updates. Use `BitmapText` for scores, timers, and anything that updates frequently or is rendered in large quantities. Use `DynamicBitmapText` only when you need per-character animation effects.

TextStyle

The `Text` game object delegates all styling to its `TextStyle` instance, accessible via `text.style`. You pass a style config object when creating the Text, or update it later with setter methods. The style object uses Canvas 2D properties internally.

The `fontFamily` default is `'Courier'`, `fontSize` default is `'16px'`, and `color` default is `'#fff'`. The `font` shorthand property (e.g. `'bold 24px Arial'`) overrides `fontFamily`, `fontSize`, and `fontStyle` when provided.

Common Patterns

Basic Text Creation

// Simple text with inline style
const label = this.add.text(100, 100, 'Player 1', {
    fontFamily: 'Georgia',
    fontSize: '24px',
    color: '#00ff00'
});

// Using the font shorthand (sets fontStyle, fontSize, fontFamily)
const bold = this.add.text(100, 150, 'Bold Text', {
    font: 'bold 28px Arial'
});

// Array of strings creates multi-line text
const multi = this.add.text(100, 200, ['Line 1', 'Line 2', 'Line 3'], {
    fontFamily: 'Arial',
    fontSize: '18px',
    color: '#ffffff'
});

// Text origin defaults to (0, 0) -- top-left corner
label.setOrigin(0.5); // center the text on its position

Styling Text

const text = this.add.text(400, 300, 'Styled', {
    fontFamily: 'Verdana',
    fontSize: '48px',
    color: '#ff0000',
    stroke: '#000000',
    strokeThickness: 4,
    backgroundColor: '#333333',
    shadow: { offsetX: 2, offsetY: 2, color: '#000', blur: 4, stroke: false, fill: true }
});

// Modify style after creation (all return `this` for chaining)
text.setColor('#00ffff');
text.setFontSize(64);
text.setFontFamily('Courier');
text.setFontStyle('italic');
text.setStroke('#ff00ff', 6);
text.setShadow(3, 3, '#000', 5, false, true);
text.setBackgroundColor('#222');

// Replace entire style at once
text.setStyle({ fontSize: '64px', fontFamily: 'Arial', color: '#ffffff', align: 'center' });

// Canvas gradients and patterns work as fill/stroke
const gradient = text.context.createLinearGradient(0, 0, 0, text.height);
gradient.addColorStop(0, '#ff0000');
gradient.addColorStop(1, '#0000ff');
text.setFill(gradient);

Word Wrap

// Basic word wrap by pixel width
const wrapped = this.add.text(50, 50, 'Long text here...', {
    fontFamily: 'Arial',
    fontSize: '20px',
    color: '#fff',
    wordWrap: { width: 300 }
});

// Or set after creation
wrapped.setWordWrapWidth(300);

// Advanced wrap (collapses spaces, trims whitespace)
wrapped.setWordWrapWidth(300, true);

// Custom word wrap callback
wrapped.setWordWrapCallback(function (text, textObject) {
    // Return wrapped text as string with \n or array of lines
    return text.split(' ').join('\n');
});

// Get wrapped lines as array
const lines = wrapped.getWrappedText();

Text Alignment

// Alignment only affects multi-line text: 'left' (default), 'right', 'center', 'justify'
const aligned = this.add.text(400, 100, 'Line 1\nLonger Line 2\nLine 3', {
    fontFamily: 'Arial', fontSize: '24px', color: '#fff', align: 'center'
});

aligned.setAlign('right');

// For center alignment to look correct, combine with fixedWidth:
aligned.setFixedSize(300, 0);
aligned.setAlign('center');

Dynamic Text Updates

const scoreText = this.add.text(10, 10, 'Score: 0', {
    fontFamily: 'Arial',
    fontSize: '24px',
    color: '#fff'
});

// setText replaces content (accepts string or string[])
scoreText.setTex
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Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.

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