What problem does it solve? Choosing and configuring the right text rendering approach in Phaser 4 is error-prone: Text, BitmapText, and DynamicBitmapText differ in performance, styling, alignment, and renderer support, and misusing them causes blurry fonts, broken wrapping, or frame-rate drops. ## Core Features & Use Cases - Text and TextStyle configuration: Create Canvas-based Text with fonts, colors, strokes, shadows, gradients, padding, word wrap, alignment, and fixed sizing. - BitmapText and DynamicBitmapText: Render fast, batched bitmap fonts with drop shadows, per-character tinting, word tinting, and per-character display callbacks for animated effects. - Retro fonts and text bounds: Parse fixed-width retro font sheets and query line, word, and character bounds for layout or click detection. - Use Case: Build a game HUD where the score updates every frame with BitmapText, the title screen uses styled Canvas Text with a gradient fill, and a wavy banner uses DynamicBitmapText with a sine-wave display callback. ## Quick Start Ask the AI to create a Phaser 4 scene that displays a styled title with Text, a frequently updating score counter with BitmapText, and a wave-animated label with DynamicBitmapText.