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 Objects: Create Canvas-based text with TextStyle configuration covering fonts, colors, strokes, shadows, gradients, padding, and background colors. - Word Wrap and Alignment: Configure word wrap by pixel width, custom wrap callbacks, multi-line alignment, fixed sizes, and max lines. - BitmapText and Retro Fonts: Render fast bitmap fonts for scores and timers, apply drop shadows and per-character tinting, parse retro fixed-width fonts, and animate characters with DynamicBitmapText display callbacks. - Use Case: Build a game HUD where the title uses styled Canvas Text with a gradient fill, the score counter uses BitmapText updated every frame, and a wave effect on the game-over message uses DynamicBitmapText with a per-character display callback. ## Quick Start Show me how to add a centered score display using BitmapText and a styled title using Text in my Phaser 4 scene.