text-and-bitmaptext

Guidance for displaying text in Phaser 4 games. It covers regular browser-rendered text and BitmapText, which uses pre-made font images for game text.

In plain words
What is it for?
Use it for titles, labels, scores, dialogue, web fonts, retro fonts, word wrapping, and animated or per-character text effects.
Why use it?
It helps you choose and configure a text type, then handle styling, wrapping, alignment, spacing, and text that changes during play.

Skill for Claude CodeCodex

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.

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

Made for: Claude Code, Codex.

Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,389 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00064 $0.05389
Opus 5 $0.00032 $0.02694
Sonnet 5 $0.00013 $0.01078
Haiku 4.5 $0.00006 $0.00539

Measured yesterday against content hash 12ce613bb165, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

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 yesterday.

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.

skills/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: ../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.

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. yesterday First seen · 461 lines · 64 tokens per session scan A 12ce613bb165

Subscribe to this mod's changes

text-and-bitmaptext is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 64 tokens to every session and 5,389 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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