---
title: "Text"
docs: "Phaser Guide"
url: https://phaser.io/oss/docs/phaser/concepts/gameobjects/text
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Text

Text objects work by creating their own internal hidden Canvas and then renders text to it using the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered to your game during the render pass.

Because it uses the Canvas API you can take advantage of all the features this offers, such as applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts loaded externally, such as Google or TypeKit Web fonts.

Important: The font name must be quoted if it contains certain combinations of digits or special characters, either when creating the Text object, or when setting the font via `setFont` or `setFontFamily`, e.g.:

```js
this.add.text(0, 0, 'Hello World', { fontFamily: 'Georgia, "Goudy Bookletter 1911", Times, serif' });
```

```js
this.add.text(0, 0, 'Hello World', { font: '"Press Start 2P"' });
```

You can only display fonts that are currently loaded and available to the browser: therefore fonts must be pre-loaded. Phaser does not do this for you, so you will require the use of a 3rd party font loader, or have the fonts ready available in the CSS on the page in which your Phaser game resides.

See [this](http://www.jordanm.co.uk/tinytype) for the available default fonts across mobile browsers.

A note on performance: Every time the contents of a Text object changes, i.e. changing the text being displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the new texture to the GPU. This can be an expensive operation if used often, or with large quantities of Text objects in your game. If you run into performance issues you would be better off using Bitmap Text instead, as it benefits from batching and avoids expensive Canvas API calls.

## Add text object

```javascript
var txt = this.add.text(x, y, 'hello');
// var txt = this.add.text(x, y, 'hello', { fontFamily: 'Arial', fontSize: 64, color: '#00ff00' });
```

Default style

```javascript
{
    fontFamily: 'Courier',
    fontSize: '16px',
    fontStyle: '',
    backgroundColor: null,
    color: '#fff',
    stroke: '#fff',
    strokeThickness: 0,
    shadow: {
        offsetX: 0,
        offsetY: 0,
        color: '#000',
        blur: 0,
        stroke: false,
        fill: false
    },
    align: 'left',  // 'left'|'center'|'right'|'justify'
    padding: {
        left: 0,
        right: 0,
        top: 0,
        bottom: 0,
    },
    maxLines: 0,
    lineSpacing: 0,
    fixedWidth: 0,
    fixedHeight: 0,
    rtl: false,
    testString: '|MÉqgy',
    wordWrap: {
        width: null,
        callback: null,
        callbackScope: null,
        useAdvancedWrap: false
    },
    metrics: false,
    // metrics: {
    //     ascent: 0,
    //     descent: 0,
    //     fontSize: 0
    // },
}
```

Add text from JSON

```javascript
var txt = this.make.text({
    x: 100,
    y: 100,
    padding: {
        left: 64,
        right: 16,
        top: 20,
        bottom: 40
        //x: 32,    // 32px padding on the left/right
        //y: 16     // 16px padding on the top/bottom
    },
    text: 'Text\nGame Object\nCreated from config',
    style: {
        fontSize: '64px',
        fontFamily: 'Arial',
        color: '#ffffff',
        align: 'center',  // 'left'|'center'|'right'|'justify'
        backgroundColor: '#ff00ff'
    },
    // origin: {x: 0.5, y: 0.5},
    add: true
});
```

## Custom class

- Define class

    ```javascript
    class MyText extends Phaser.GameObjects.Text {
        constructor(scene, x, y, text, style) {
            super(scene, x, y, text, style);
            // ...
            this.add.existing(this);
        }
        // ...

        // preUpdate(time, delta) {}
    }
    ```

  - `this.add.existing(gameObject)` : Adds an existing Game Object to this Scene.
    - If the Game Object renders, it will be added to the Display List.
    - If it has a `preUpdate` method, it will be added to the Update List.
- Create instance

    ```javascript
    var txt = new MyText(scene, x, y, 'hello');
    ```

## Word wrap

- Wrap by width

    ```javascript
    var txt = this.make.text({
        x: 400,
        y: 100,
        text: 'The sky above the port was the color of television, tuned to a dead channel.',
        origin: { x: 0.5, y: 0.5 },
        style: {
            font: 'bold 25px Arial',
            fill: 'white',
            wordWrap: { width: 300 }
        },
        // origin: {x: 0.5, y: 0.5},
    });
    ```

- Wrap by callback

    ```javascript
    var txt = this.make.text({
        x: 400,
        y: 300,
        text: 'The sky above the port was the color of television, tuned to a dead channel.',
        origin: 0.5,
        style: {
            font: 'bold 30px Arial',
            fill: 'white',
            wordWrap: { callback: wordWrap, scope: this }
        },
        // origin: {x: 0.5, y: 0.5},
    });
    
    function wordWrap (text, textObject)
    {
        // First parameter will be the string that needs to be wrapped
        // Second parameter will be the Text game object that is being wrapped currently
    
        // This wrap just puts each word on a separate line, but you could inject your own
        // language-specific logic here.
        var words = text.split(' ');
    
        // You can return either an array of individual lines or a string with line breaks (e.g. \n) in
        // the correct place.
        return words;
    }
    ```

- Wrap width
  - Get

    ```javascript
    var width = txt.style.wordWrapWidth;
    var useAdvancedWrap = txt.style.wordWrapUseAdvanced;
    ```

  - Set

    ```javascript
    txt.setWordWrapWidth(width);
    // txt.setWordWrapWidth(width, useAdvancedWrap);
    ```

- Wrap callback
  - Get

    ```javascript
    var callback = txt.style.wordWrapCallback;
    var scope = txt.style.wordWrapCallbackScope;
    ```

  - Set

    ```javascript
    txt.setWordWrapCallback(callback, scope);
    ```

## Content

- Get

    ```javascript
    var content = txt.text;
    ```

- Set

    ```javascript
    txt.setText(text);
    // txt.text = text;
    ```

- Append

    ```javascript
    txt.appendText(text);
    // txt.text += '\n' + text;
    ```

    or

    ```javascript
    txt.appendText(text, false);
    // txt.text += text;
    ```

## Set style

```javascript
txt.setStyle(style);
txt.setFont(font);
txt.setFontFamily(family);
txt.setFontSize(size);
txt.setFontStyle(style);
```

## Set align

```javascript
txt.setAlign(align);
```

- `align` : `'left'`, `'center'`, `'right'`, `'justify'`

## Color

- Text color
  - Get

    ```javascript
    var color = txt.style.color;
    ```

  - Set

    ```javascript
    txt.setColor(color);
    ```

    or

    ```javascript
    txt.setFill(color);
    ```

- Stroke color, thickness
  - Get

    ```javascript
    var color = txt.style.stroke;
    var thickness = txt.style.strokeThickness;
    ```

  - Set

    ```javascript
    txt.setStroke(color, thickness);
    ```

  - Clear

    ```javascript
    txt.setStroke();
    ```

- Background color
  - Get

    ```javascript
    var color = txt.style.backgroundColor;
    ```

  - Set

    ```javascript
    txt.setBackgroundColor(color);
    ```

- Shadow
  - Get

    ```javascript
    var color = txt.style.shadowColor;
    var offsetX = txt.style.shadowOffsetX;
    var offsetY = txt.style.shadowOffsetY;
    var blur = txt.style.shadowBlur;
    var stroke = txt.style.shadowStroke;
    var enabled = txt.style.shadowFill;
    ```

  - Set

    ```javascript
    txt.setShadow(x, y, color, blur, shadowStroke, shadowFill);
    txt.setShadowOffset(x, y);
    txt.setShadowColor(color);
    txt.setShadowBlur(blur);
    txt.setShadowStroke(enabled);
    txt.setShadowFill(enabled);
    ```

## Line spacing

This value is *added* to the height of the font when calculating the overall line height.

- Get

   ```javascript
   var lineSpacing = txt.lineSpacing;
   ```

- Set

   ```javascript
   txt.setLineSpacing(value);
   ```

## Letter spacing

- Get

   ```javascript
   var letterSpacing = txt.letterSpacing;
   ```

- Set

   ```javascript
   txt.setLetterSpacing(value);
   ```

  - `value` : Positive or negative value.

!!! note
    Enabling this feature will cause Phaser to render each character in this Text object
    one by one, rather than use a draw for the whole string.
    This makes it extremely expensive when used with either long strings, or lots of strings in total.

## Padding

- Get

    ```javascript
    var left = txt.padding.left;
    var top = txt.padding.top;
    var right = txt.padding.right;
    var bottom = txt.padding.bottom;
    ```

- Set

    ```javascript
    txt.setPadding(left, top, right, bottom);
    // txt.setPadding(padding); // padding: {left, top, right, bottom}
    ```

## Max lines

- Get

    ```javascript
    var maxLines = txt.style.maxLines;
    ```

- Set

    ```javascript
    txt.setMaxLines(max);
    ```

## Fixed size

- Get

    ```javascript
    var width = txt.style.fixedWidth;
    var height = txt.style.fixedHeight;
    ```

- Set

    ```javascript
    txt.setFixedSize(width, height);
    ```

## Test string

Set the test string to use when measuring the font.

```javascript
txt.style.setTestString(text);
```

## RTL

- Set `rtl` in style config when creating this text game object
- Change `rtl` during runtime

    ```javascript
    txt.setRTL(rtl).setText(newContent);
    ```

  - Invoke `setRTL` method before setting new content.

## Other properties

See [game object](https://phaser.io/oss/docs/phaser/concepts/gameobjects.md)

## Create mask

```javascript
var mask = txt.createBitmapMask();
```

See [mask](https://phaser.io/oss/docs/phaser/concepts/display.md#masks)

## Shader effects

Support [preFX and postFX effects](https://phaser.io/oss/docs/phaser/concepts/gameobjects/shader.md)

## Author Credits

Content on this page includes work by:

- [RexRainbow](https://github.com/rexrainbow)

---

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