What problem does it solve? Choosing and configuring the right text rendering approach in Phaser 4 is confusing: Canvas-based Text, static BitmapText, and DynamicBitmapText each have different styling capabilities, performance characteristics, and renderer constraints. This Skill provides the patterns, API references, and gotchas needed to display text correctly and efficiently. ## Core Features & Use Cases - Text Game Object: Create Canvas-based text with web fonts, strokes, shadows, gradients, word wrap, alignment, padding, and RTL support. - BitmapText and DynamicBitmapText: Render fast, batched text from pre-loaded bitmap fonts, with per-character tinting, drop shadows, and per-character display callbacks for animated effects. - Retro Fonts: Parse fixed-width character grid images into bitmap fonts without XML font files. - Use Case: Build a game HUD where the score updates every frame using BitmapText for performance, while the menu title uses Canvas Text with a gradient fill and drop shadow. ## Quick Start Show me how to add a centered score display using BitmapText and a styled title using Text in my Phaser 4 scene.