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Texte et texte en image

/SKILL

Use this skill to display text in Phaser 4. It covers the "Text" and "BitmapText" game objects, web fonts, and formatting

phaserjsphaserjs
40.3k
May 21, 2026
MIT License
// skill content

--- 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 ``js // 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 `js // 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 position ` ### Styling Text `js 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 ``js // 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

// original public source
phaserjs/phaser
/skills/text-and-bitmaptext/SKILL.md
License: MIT License
Independent project, not affiliated with Anthropic. This skill remains the property of its original author.
// install this skill
Paste this command in your terminal at the root of your project:
mkdir -p .claude/commands && curl -o ".claude/commands/SKILL.md" "https://raw.githubusercontent.com/phaserjs/phaser/master/skills/text-and-bitmaptext/SKILL.md"
Then in Claude Code, type /SKILL to activate it.
open_in_newOpen original source
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// information
Creatorphaserjs
Stars 40.3k
CategoryFrontend
LicenseMIT License
UpdatedMay 21, 2026
Format.md
AccessFree
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