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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.

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phaser
41k28 skills

Claude Code

$ npx -y skills add phaserjs/phaser --skill text-and-bitmaptext --agent claude-code

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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Questions about text-and-bitmaptext.

Which coding agents can use text-and-bitmaptext?
text-and-bitmaptext installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.