What problem does it solve? Choosing and configuring the right text rendering approach in Phaser 4 is confusing: Text, BitmapText, and DynamicBitmapText each have different styling capabilities, performance characteristics, and renderer constraints, and mistakes cause blurry text, missing fonts, or frame-rate drops. ## Core Features & Use Cases - Text Game Objects: Create Canvas-based text with TextStyle configuration covering fonts, colors, strokes, shadows, gradients, padding, word wrap, alignment, and RTL support. - BitmapText and DynamicBitmapText: Render fast, batched text from pre-loaded bitmap fonts, with drop shadows, per-character or per-word tinting, and per-character display callbacks for animated effects. - Retro Fonts: Parse fixed-width character grid images into bitmap fonts without XML files using Phaser.GameObjects.RetroFont. - Use Case: A game HUD needs a score counter updating every frame plus a styled title screen. Use BitmapText for the score to avoid Canvas re-uploads, and a Text object with gradient fill and shadow for the title. ## Quick Start Show me how to add a styled title and a fast-updating score counter to my Phaser scene using Text and BitmapText.