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, and mistakes cause blurry text, broken fonts, or frame-rate drops. ## Core Features & Use Cases - Text and TextStyle configuration: Create Canvas-based Text with font shorthand, colors, strokes, shadows, gradients, padding, word wrap, alignment, fixed sizing, and RTL support. - BitmapText workflows: Load bitmap fonts, render fast batched text for scores and timers, apply drop shadows, per-character and per-word tinting, and parse retro fixed-width fonts without XML files. - DynamicBitmapText effects: Animate individual characters per frame with display callbacks and build scrolling cropped text windows. - Use Case: When building a game HUD, use BitmapText for a score counter that updates every frame, Text with word wrap for dialogue boxes, and DynamicBitmapText for a wavy animated title. ## Quick Start Ask the AI to add a styled score display and a word-wrapped dialogue box to your Phaser 4 scene using the appropriate text game objects.