.. include:: ../_header.rst BitmapText ---------- The `Phaser.GameObjects.BitmapText `_ is widely used in Phaser_ game development, to display texts. You can create a `Bitmap Text `_ object in two ways: * Dragging a `BitmapText built-in block `_ and dropping it on the scene. * Dragging a `BitmapFontFile `_ key from the |BlocksView|_ and dropping it in the scene. The `BitmapFontFile`_ should be present in an |AssetPackFile|_. .. image:: ../images/scene-editor-bitmap-text-12212020.webp :alt: Drop BitmapFont key to create a BitmapText object. `Bitmap Text`_ objects are created in code using the `bitmapText factory `_: .. code:: this.add.bitmapText(100, 150, "desyrel", "Hello bitmap text!", 70, 0); The Bitmap Text properties ~~~~~~~~~~~~~~~~~~~~~~~~~~ The `Bitmap Text`_ type contains many of the `common object properties `_: * `Variable properties `_ * `Lists properties `_ * `Transform properties `_ * `Origin properties `_ * `Flip properties `_ * `Visible property `_ * `Alpha properties `_ It also contains the `Text property `_, that is dedicated to all the objects with texts, and its specific properties: * The `font `_ property shows the key of the BitmapFont in the |AssetPackFile|_. To change the font, click on the button. It opens the **Select Bitmap Font** dialog. .. image:: ../images/scene-editor-select-bitmap-font-dialog-12212020.webp :alt: Select Bitmap Font dialog. * The `fontSize `_ property. * The `align `_ property. * The `letterSpacing `_ property. * The `dropShadow `_ related properties.