What problem does it solve? Choosing and configuring the right text rendering approach in Phaser 4 is confusing because Text, BitmapText, and DynamicBitmapText differ in styling, performance, and renderer support, and mistakes cause blurry fonts, slow updates, or silent rendering failures. ## 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 pre-rendered font textures for scores and timers, with drop shadows, per-character tinting, and per-character display callbacks for animated effects. - Retro fonts and text bounds: Parse fixed-width retro font sheets without XML files and query line, word, and character bounds for click detection. - Use Case: Build a game HUD where the title uses styled Canvas Text, the score uses BitmapText updated every frame, and a wave-animated banner uses DynamicBitmapText with a display callback. ## Quick Start Show me how to add a styled text label and a fast-updating bitmap score counter to my Phaser scene.