/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.
Claude Code
$ npx -y skills add phaserjs/phaser --skill text-and-bitmaptext --agent claude-code
Codex
$ npx skills add phaserjs/phaser --skill text-and-bitmaptext -a codex -y
Cursor
$ npx skills add phaserjs/phaser --skill text-and-bitmaptext -a cursor -y
Gemini CLI
$ npx skills add phaserjs/phaser --skill text-and-bitmaptext -a gemini-cli -y
GitHub Copilot
$ npx skills add phaserjs/phaser --skill text-and-bitmaptext -a github-copilot -y
OpenCode
$ npx skills add phaserjs/phaser --skill text-and-bitmaptext -a opencode -y
Windsurf
$ npx skills add phaserjs/phaser --skill text-and-bitmaptext -a windsurf -y
SKILL.md
text-and-bitmaptext.SKILL.mdname: 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 positionStyling 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.setTexRead more
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 positionStyling 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.setTexPhaser 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.
Other skills on phaser.
More skills from other plugins.
migrate-radix-to-base
Migrates React projects and components from Radix UI to Base UI. Use when asked to migrate from radix, move to base-ui, convert…
taste-skill
tasteskill v2, the anti-slop frontend skill. Art direction for websites, distilled from a study of 247 curated gallery sites (One…
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.

