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text-and-bitmaptext — Claude Code skill: what it does, how to install

Helps AI agents configure and render text in Phaser 4. Useful when styling Canvas text, handling word wrapping, and setting up bitmap fonts.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add phaserjs/phaser --skill text-and-bitmaptext -a claude-code
Open on GitHub

What text-and-bitmaptext does

The skill instructs coding assistants on managing text game objects in Phaser 4, referencing paths in src/gameobjects/text/ and src/gameobjects/bitmaptext/. It outlines syntax for Canvas-based Text, pre-rendered BitmapText, and DynamicBitmapText. Default styles for Canvas text include a 'Courier' font family, '16px' font size, and '#fff' color.

Canvas Text recreates its texture on every content change. Because of that, running frequent string updates on it hurts render performance. Use BitmapText for score displays. It relies on batched rendering from pre-rendered textures, though it requires preloading font files via this.load.bitmapFont before instantiation.

The reference also covers text styling with Canvas gradients, padding setups, word wrapping rules, and per-character animations via DynamicBitmapText.setDisplayCallback.

What it helps with

  • choose between Canvas Text and BitmapText based on update frequency
  • configure multi-line word wrapping and bounds in Phaser 4
  • apply Canvas gradients, strokes, and drop shadows to text objects
  • animate characters dynamically with setDisplayCallback

Example prompts for the agent

  • Create a right-aligned score counter using BitmapText in Phaser 4
  • Add a styled multi-line Text object with word wrap and stroke
  • How do I create a wavy text effect using DynamicBitmapText?

How to install text-and-bitmaptext

1Skills CLI (Vercel)

npx skills add phaserjs/phaser --skill text-and-bitmaptext -a claude-code

2Manually: put the files in place

~/.claude/skills/text-and-bitmaptext/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/text-and-bitmaptext/

From the same set25

The whole set →
game-setup-and-config phaserjs Guides agent setup for Phaser 4 instances and GameConfig options. Useful when configuring renderers, canvas scaling, FPS caps, and pixel art settings. Claude Code CX Codex Cursor +1 1,200installs sprites-and-images phaserjs Guides agents on creating Sprite and Image objects in Phaser 4. Explains factory methods, texture frames, mixin components, and visual transforms. Claude Code CX Codex Cursor +1 1,100installs animations phaserjs Skill for creating and controlling sprite animations in Phaser 4. Covers spritesheet and atlas loading, animation creation via AnimationManager, playback, pause, chaining, and events. Claude Code CX Codex Cursor +1 1,000installs tilemaps phaserjs Guides Phaser 4 tilemap work, from loading Tiled maps to creating layers and tile collision. Use it while building tile-based game levels. Claude Code CX Codex Cursor +1 962installs v4-new-features phaserjs Skill for learning Phaser 4 updates: Filters replace FX, RenderNodes, new game objects (CaptureFrame, Gradient, Noise, SpriteGPULayer), and tint modes. Helps navigate the rewritten WebGL engine. Claude Code CX Codex Cursor +1 951installs scenes phaserjs A Phaser 4 scene reference for your coding agent: lifecycle order, transitions, parallel scenes, and the ScenePlugin queue that fires a frame later. Claude Code CX Codex Cursor +1 942installs audio-and-sound phaserjs Adds audio loading, background music, volume controls, and spatial audio to Phaser 4 games using SoundManager and the Web Audio API. Claude Code CX Codex Cursor +1 938installs scale-and-responsive phaserjs A skill to set up responsive scaling for Phaser 4 games: choose a scale mode, center the canvas, enable fullscreen, and handle window resize events. Claude Code CX Codex Cursor +1 910installs

Similar

Questions about text-and-bitmaptext

How do I install text-and-bitmaptext in Claude Code?

Run npx skills add phaserjs/phaser --skill text-and-bitmaptext -a claude-code. The skill definition installs into ~/.claude/skills/text-and-bitmaptext/SKILL.md.

What does the text-and-bitmaptext skill cover?

It guides agents on displaying text in Phaser 4. This includes TextStyle properties, web fonts, multi-line alignment, padding, and bitmap font rendering.

When should I choose BitmapText over Text?

Canvas Text recreates its canvas texture on changes, making it slow for rapid updates. BitmapText renders from a pre-loaded texture atlas, which keeps frame rates steady for timers and counters.

Source text

SKILL.md · MIT
---
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 (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

```js
// 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

```js
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

```js
// 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 sides
```

### Fixed Size, Max Lines, and Spacing

```js
// 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

```js
// 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

```js
// Drop shadow (WebGL only, static BitmapText only)
bmpText.setDropShadow(2, 2, 0x000000, 0.5);
// Clear shadow
bmpText.setDropShadow();

// Tint individual characters (WebGL only)
bmpText.setCharacterTint(0, 5, Phaser.TintModes.MULTIPLY, 0xff0000);
// start index, length (-1 for all from start), tintMode, color

// Tint by word (string match or word index)
bmpText.setWordTint('Score', -1, Phaser.TintModes.MULTIPLY, 0x00ff00);
```

### DynamicBitmapText

```js
const dynamic = this.add.dynamicBitmapText(100, 100, 'pixelFont', 'Dynamic!', 32);

// Per-character display callback -- invoked each render frame per character
dynamic.setDisplayCallback(function (data) {
    // data properties: parent, tint, index, charCode, x, y, scale, rotation, data
    data.x += Math.sin(data.index + dynamic.scene.time.now * 0.01) * 5;
    data.y += Math.cos(data.index + dynamic.scene.time.now * 0.01) * 5;
    return data;
});

// Scrolling text window
dynamic.setSize(200, 50);      // crop region in pixels
dynamic.setScrollX(10);
dynamic.setScrollY(0);
```

### Retro Fonts

Retro fonts use a fixed-width character grid from a standard image (no XML/JSON font file needed).

```js
// In preload -- load the image containing the font characters
this.load.image('retroFont', 'retroFont.png');

// In create -- parse the retro font configuration
const config = {
    image: 'retroFont',
    width: 8,           // character width in pixels
    height: 8,          // character height in pixels
    chars: Phaser.GameObjects.RetroFont.TEXT_SET1,
    charsPerRow: 16,
    offset: { x: 0, y: 0 },
    spacing: { x: 0, y: 0 },
    lineSpacing: 0
};

// Parse adds it to the BitmapFont cache
this.cache.bitmapFont.add('retroFont', { data: Phaser.GameObjects.RetroFont.Parse(this, config) });

// Now use it like any BitmapText
const retro = this.add.bitmapText(100, 100, 'retroFont', 'RETRO TEXT', 8);
```

Available `Phaser.GameObjects.RetroFont` TEXT_SET constants: `TEXT_SET1` (full ASCII printable), `TEXT_SET2` (space through Z), `TEXT_SET3`-`TEXT_SET11` (various subsets of uppercase, digits, punctuation). `TEXT_SET10` is uppercase letters only.

### Text Bounds (BitmapText)

```js
// getTextBounds returns local, global, line, word, and character data
const bounds = bmpText.getTextBounds();
// bounds.local       -- { x, y, width, height } at origin 0,0
// bounds.global      -- { x, y, width, height } with scale + world position
// bounds.lines       -- per-line { x, y, width, height }
// bounds.words       -- word objects with positions
// bounds.characters  -- character objects with positions

// width/height are read-only properties (computed from global bounds)
console.log(bmpText.width, bmpText.height);

// Get character at world position (useful for click detection)
const char = bmpText.getCharacterAt(pointer.worldX, pointer.worldY);
```

### Resolution (High DPI)

```js
// Higher resolution for crisp text on HiDPI displays (costs more memory)
const crisp = this.add.text(100, 100, 'Sharp!', {
    fontFamily: 'Arial', fontSize: '24px', color: '#fff', resolution: 2
});
crisp.setResolution(window.devicePixelRatio); // change after creation
```

## Configuration Reference

### TextStyle Properties

| Property | Type | Default | Description |
|---|---|---|---|
| `fontFamily` | string | `'Courier'` | CSS font family |
| `fontSize` | string/number | `'16px'` | Font size (number auto-appends `'px'`) |
| `fontStyle` | string | `''` | CSS font style (`'bold'`, `'italic'`, `'bold italic'`) |
| `font` | string | - | Shorthand: `'bold 24px Arial'` (overrides family/size/style) |
| `color` | string/CanvasGradient/CanvasPattern | `'#fff'` | Fill color |
| `stroke` | string/CanvasGradient/CanvasPattern | `'#fff'` | Stroke color |
| `strokeThickness` | number | `0` | Stroke width (0 = no stroke) |
| `backgroundColor` | string | `null` | Solid background color |
| `align` | string | `'left'` | Multi-line alignment: `'left'`, `'right'`, `'center'`, `'justify'` |
| `maxLines` | number | `0` | Max lines to render (0 = unlimited) |
| `fixedWidth` | number | `0` | Fixed canvas width (0 = auto) |
| `fixedHeight` | number | `0` | Fixed canvas height (0 = auto) |
| `resolution` | number | `0` | Canvas resolution (0 = use game config) |
| `rtl` | boolean | `false` | Right-to-left rendering |
| `baselineX` | number | `1.2` | Horizontal padding for font metrics |
| `baselineY` | number | `1.4` | Vertical padding for font metrics |
| `testString` | string | `'\|MEqgy'` | String used for font height measurement |
| `wordWrap` | object | - | `{ width, callback, callbackScope, useAdvancedWrap }` |
| `shadow` | object | - | `{ offsetX, offsetY, color, blur, stroke, fill }` |
| `padding` | object | - | `{ left, right, top, bottom }` or `{ x, y }` |
| `lineSpacing` | number | `0` | Extra vertical spacing between lines |
| `letterSpacing` | number | `0` | Extra horizontal spacing between characters |
| `metrics` | object | - | Pre-computed `{ ascent, descent, fontSize }` to skip measurement |

## Factory Methods

```js
// Text -- Canvas-based
this.add.text(x, y, text, style);
// x, y: number; text: string | string[]; style: TextStyle (optional)
// Returns: Phaser.GameObjects.Text

// BitmapText -- static, fast
this.add.bitmapText(x, y, font, text, size, align);
// x, y: number; font: string (cache key); text: string | string[] (optional)
// size: number (optional, defaults to font data size); align: number (optional, 0)
// Returns: Phaser.GameObjects.BitmapText

// DynamicBitmapText -- per-character callback
this.add.dynamicBitmapText(x, y, font, text, size);
// Same as bitmapText but returns DynamicBitmapText
// Returns: Phaser.GameObjects.DynamicBitmapText
```

## API Quick Reference

### Text Methods

`setText(value)`, `appendText(value, addCR?)`, `setStyle(style)`, `setFont(font)`, `setFontFamily(family)`, `setFontSize(size)`, `setFontStyle(style)`, `setColor(color)`, `setFill(color)`, `setStroke(color, thickness)`, `setShadow(x, y, color, blur, stroke, fill)`, `setBackgroundColor(color)`, `setWordWrapWidth(width, useAdvanced?)`, `setWordWrapCallback(callback, scope?)`, `setAlign(align)`, `setPadding(left, top?, right?, bottom?)`, `setFixedSize(width, height)`, `setMaxLines(max)`, `setLineSpacing(value)`, `setLetterSpacing(value)`, `setResolution(value)`, `setRTL(rtl?)`, `getWrappedText(text?)`, `updateText()`

All setters return `this` for chaining. Properties: `text` (get/set), `style` (TextStyle instance), `padding`, `lineSpacing`, `letterSpacing`, `autoRound`, `splitRegExp`.

### BitmapText Methods

`setText(value)`, `setFont(font, size?, align?)`, `setFontSize(size)`, `setLetterSpacing(spacing?)`, `setLineSpacing(spacing?)`, `setMaxWidth(value, wordWrapCharCode?)`, `setLeftAlign()`, `setCenterAlign()`, `setRightAlign()`, `setDropShadow(x?, y?, color?, alpha?)`, `setCharacterTint(start?, length?, tintMode?, tl?, tr?, bl?, br?)`, `setWordTint(word, count?, tintMode?, tl?, tr?, bl?, br?)`, `getTextBounds(round?)`, `getCharacterAt(x, y, camera?)`

Properties (get/set): `text`, `fontSize`, `letterSpacing`, `lineSpacing`, `align` (number), `maxWidth`. Read-only: `width`, `height`, `font`, `fontData`.

Alignment constants: `BitmapText.ALIGN_LEFT` (0), `BitmapText.ALIGN_CENTER` (1), `BitmapText.ALIGN_RIGHT` (2).

### DynamicBitmapText Methods (additional)

`setDisplayCallback(callback)`, `setSize(width, height)`, `setScrollX(value)`, `setScrollY(value)`

Properties: `scrollX`, `scrollY`, `cropWidth`, `cropHeight`, `displayCallback`, `callbackData`.

## Gotchas

1. **Text re-renders on every change.** Each call to `setText`, `setStyle`, `setColor`, etc. re-creates the internal canvas and (in WebGL) re-uploads the texture. Batch your style changes and call `updateText()` once, or set the style object properties directly and call `updateText()` at the end.

2. **Font must be loaded before use.** The Text object uses the Canvas `fillText` API, so fonts must be available in the browser (loaded via CSS, a web font loader, or already installed). Phaser does not load web fonts -- use a third-party loader or CSS `@font-face`.

3. **Font names with special characters need quotes.** Font names containing digits or special characters must be double-quoted inside the string: `fontFamily: '"Press Start 2P"'`.

4. **Text origin defaults to (0, 0).** Unlike Sprites which default to (0.5, 0.5), Text objects default to top-left origin. Call `setOrigin(0.5)` to center.

5. **Alignment only affects multi-line text.** `align: 'center'` does nothing on single-line text. For centering a single line, use `setOrigin(0.5)` or position it manually.

6. **BitmapText font must be in cache.** The font key passed to `this.add.bitmapText()` must match a key loaded via `this.load.bitmapFont()`. If missing, you get a console warning and undefined behavior.

7. **BitmapText `setMaxWidth` only wraps on whitespace.** If no whitespace character is found (default char code 32 = space), no wrapping occurs. Change the wrap character with the second argument to `setMaxWidth`.

8. **DynamicBitmapText is more expensive.** The display callback runs for every character every frame. Only use it when you need per-character manipulation.

9. **`setCharacterTint` and `setWordTint` are WebGL only.** These have no effect in Canvas renderer.

10. **`setDropShadow` is WebGL only and static BitmapText only.** It does not work with DynamicBitmapText or the Canvas renderer.

11. **`letterSpacing` on Text is expensive.** When non-zero, Phaser renders each character individually with `fillText` instead of the whole line at once. Use BitmapText for large amounts of text with custom letter spacing.

12. **`setFill` and `setColor` are equivalent.** Both set the `color` property on the TextStyle. The style config also accepts `fill` as an alias for `color`.

13. **`setRTL` must be called BEFORE `setText`.** Right-to-left mode changes how the internal canvas is constructed. If you call `setRTL(true)` after setting text, the text may not render correctly. Set RTL in the style config or call `setRTL()` before any `setText()` call.

14. **BitmapText is much faster for frequently updating content.** Text re-renders its entire Canvas and re-uploads the GPU texture on every change. BitmapText just updates vertex data in an existing texture atlas. For scores, timers, damage numbers, or any text that changes every frame, always prefer BitmapText.

## Source File Map

| File | Description |
|---|---|
| `src/gameobjects/text/Text.js` | Text class (Canvas-based rendering) |
| `src/gameobjects/text/TextFactory.js` | `this.add.text()` factory |
| `src/gameobjects/text/TextStyle.js` | TextStyle class (all style properties + setters) |
| `src/gameobjects/text/GetTextSize.js` | Internal text measurement |
| `src/gameobjects/text/MeasureText.js` | Font metrics measurement |
| `src/gameobjects/text/typedefs/` | TextStyle, TextWordWrap, TextPadding, TextShadow typedefs |
| `src/gameobjects/bitmaptext/static/BitmapText.js` | Static BitmapText class |
| `src/gameobjects/bitmaptext/static/BitmapTextFactory.js` | `this.add.bitmapText()` factory |
| `src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js` | DynamicBitmapText (extends BitmapText) |
| `src/gameobjects/bitmaptext/dynamic/DynamicBitmapTextFactory.js` | `this.add.dynamicBitmapText()` factory |
| `src/gameobjects/bitmaptext/ParseRetroFont.js` | Retro font parser (`RetroFont.Parse`) |
| `src/gameobjects/bitmaptext/RetroFont.js` | RetroFont namespace (Parse + TEXT_SET constants) |
| `src/gameobjects/bitmaptext/const.js` | TEXT_SET1 through TEXT_SET11 constants |
| `src/gameobjects/bitmaptext/GetBitmapTextSize.js` | BitmapText bounds calculation |
| `src/gameobjects/bitmaptext/typedefs/` | RetroFontConfig, DisplayCallbackConfig, BitmapTextSize typedefs |

© phaserjs · MIT · phaserjs/phaser

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