phaser-text-and-bitmaptext

phaser-text-and-bitmaptext is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 66 tokens per session (5,398 once invoked), scanned A, a copy of text-and-bitmaptext, MIT.

A guide to showing text in Phaser 4 using regular text or bitmap fonts, which are letters stored in an image for games. It covers fonts, styling, wrapping, alignment, and changing text while the game runs.

In plain words
What is it for?
Use it for scores, menus, instructions, dialogue, status displays, and other text in a game.
Why use it?
It helps you create readable labels and interface text without treating every text display as a separate problem.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for scores, menus, instructions, dialogue, status displays, and other text in a game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-text-and-bitmaptext
Install

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.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-text-and-bitmaptext
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for phaser-text-and-bitmaptext

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-text-and-bitmaptext)
Your own site
<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.

agentmods 80×15 button for phaser-text-and-bitmaptext

Your own site · 80×15
<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>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,398 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 98% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 8d ago against content hash 3ac26146a7be, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

Origin

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.

.agents/skills/phaser-text-and-bitmaptext/SKILL.md · 461 lines

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

Read the full file on GitHub · 461 lines

Changes

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.

  1. 8d ago First seen · 461 lines · 66 tokens per session scan A 3ac26146a7be

Subscribe to this mod's changes

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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