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.
- Skill ID
- phaserjs/phaser/text-and-bitmaptext
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/text-and-bitmaptextInstalls these files- SKILL.md
What this skill tells the agent
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.setText('Score: 100');
scoreText.setText(['Score: 100', 'Lives: 3']); // joins with \n
// appendText adds to existing content
scoreText.appendText('Extra line'); // prepends \n by default
scoreText.appendText(' more', false); // no carriage return
// Read current text
const current = scoreText.text;Text Padding
// Padding adds space around text inside the canvas
const padded = this.add.text(100, 100, 'Padded', {
fontFamily: 'Arial', fontSize: '24px', color: '#fff',
backgroundColor: '#333',
padding: { left: 10, right: 10, top: 5, bottom: 5 }
});
padded.setPadding({ x: 10, y: 5 }); // shorthand: x=left+right, y=top+bottom
padded.setPadding(10, 5, 10, 5); // left, top, right, bottom
padded.setPadding(10); // single value = all sidesFixed Size, Max Lines, and Spacing
// Fixed dimensions create a text canvas of exact size
const fixed = this.add.text(100, 100, 'Fixed box', {
fontFamily: 'Arial', fontSize: '18px', color: '#fff',
fixedWidth: 200, fixedHeight: 100,
wordWrap: { width: 200 }, align: 'center'
});
fixed.setMaxLines(3); // limit displayed lines
// Line and letter spacing (in style config or via setters)
const spaced = this.add.text(100, 200, 'Spaced\nLines', {
fontFamily: 'Arial', fontSize: '24px', color: '#fff',
lineSpacing: 10, letterSpacing: 2
});
spaced.setLineSpacing(20);
spaced.setLetterSpacing(5);BitmapText Creation
// Load in preload: this.load.bitmapFont('pixelFont', 'font.png', 'font.xml');
// Static BitmapText -- fast, batched rendering
const bmpText = this.add.bitmapText(100, 100, 'pixelFont', 'Hello', 32);
// With alignment (for multi-line)
const aligned = this.add.bitmapText(100, 200, 'pixelFont', 'Line 1\nLine 2', 24, 1);
// align: 0 = left, 1 = center, 2 = right
// Convenience alignment methods
bmpText.setLeftAlign();
bmpText.setCenterAlign();
bmpText.setRightAlign();
// Modify text
bmpText.setText('Updated!');
bmpText.text = 'Also works';
// Font size
bmpText.setFontSize(48);
bmpText.fontSize = 48;
// Spacing
bmpText.setLetterSpacing(2);
bmpText.setLineSpacing(5);
// Word wrap by max pixel width
bmpText.setMaxWidth(200);BitmapText Drop Shadow and Tinting
More from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/text-and-bitmaptext, and install it in one click.
