Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add bullish0x/GameStudio --skill phaser-text-and-bitmaptextgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00066 | $0.05398 |
| Opus 5 | $0.00033 | $0.02699 |
| Sonnet 5 | $0.00013 | $0.01080 |
| Haiku 4.5 | $0.00007 | $0.00540 |
Grade A, and why
phaser-text-and-bitmaptext scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
98% identical to text-and-bitmaptext — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 461 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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: ../phaser-loading-assets/SKILL.md, ../phaser-sprites-and-images/SKILL.md, ../phaser-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 |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 461 lines · 66 tokens per session scan A 3ac26146a7be
phaser-text-and-bitmaptext is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 66 tokens to every session and 5,398 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to text-and-bitmaptext, differing in 4 lines, and is treated as a copy.
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