Textdarstellung in Web-Spielen
Text ist in Spielen überall: Punktestände, Dialoge, Menüs, Schadenszahlen. Dieses Tutorial zeigt verschiedene Ansätze und wann welcher passt.
1) Grundlagen von Canvas-Text
Der einfachste Weg:
ctx.font = '24px Arial'
ctx.fillStyle = '#ffffff'
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText('Score: 1000', canvas.width / 2, 50)Brauchst du für Überschriften und HUD-Beschriftungen engere oder weitere Abstände, unterstützt der Canvas-Kontext inzwischen letterSpacing und wordSpacing direkt. Beide nehmen CSS-Längenangaben und haben 2025 browserübergreifend Baseline erreicht, du musst Glyphen also nicht mehr einzeln zeichnen, um Kerning nachzubauen:
ctx.font = '24px sans-serif'
ctx.letterSpacing = '2px'
ctx.wordSpacing = '6px'
ctx.fillText('GAME OVER', 100, 100)Setz sie danach auf '0px' zurück, denn sie bleiben am Kontext hängen wie font und fillStyle.
2) Text mit Umriss
function drawTextWithOutline(ctx, text, x, y, fillColor, outlineColor, outlineWidth = 2) {
ctx.font = '24px Arial'
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.strokeStyle = outlineColor
ctx.lineWidth = outlineWidth
ctx.strokeText(text, x, y)
ctx.fillStyle = fillColor
ctx.fillText(text, x, y)
}
drawTextWithOutline(ctx, 'GAME OVER', 400, 300, '#fff', '#000', 3)3) Text mit Schatten
function drawTextWithShadow(ctx, text, x, y, color, shadowOffset = 2) {
ctx.font = '32px sans-serif'
ctx.textAlign = 'left'
ctx.textBaseline = 'top'
// Shadow
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)'
ctx.fillText(text, x + shadowOffset, y + shadowOffset)
// Main text
ctx.fillStyle = color
ctx.fillText(text, x, y)
}4) Bitmap-Fonts rendern
Für Pixel-Art-Spiele oder ein plattformübergreifend gleiches Aussehen:
class BitmapFont {
constructor(image, charWidth, charHeight, chars) {
this.image = image
this.charWidth = charWidth
this.charHeight = charHeight
this.chars = chars
}
draw(ctx, text, x, y, scale = 1) {
const w = this.charWidth * scale
const h = this.charHeight * scale
for (let i = 0; i < text.length; i++) {
const charIndex = this.chars.indexOf(text[i].toUpperCase())
if (charIndex === -1) continue
const sx = (charIndex % 16) * this.charWidth
const sy = Math.floor(charIndex / 16) * this.charHeight
ctx.drawImage(
this.image,
sx, sy, this.charWidth, this.charHeight,
Math.round(x + i * w), Math.round(y), w, h
)
}
}
measureText(text, scale = 1) {
return text.length * this.charWidth * scale
}
}
// Usage
const font = new BitmapFont(fontImage, 8, 8,
'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+:; '
)
font.draw(ctx, 'SCORE: 1000', 10, 10, 2)5) Vorgerenderter Text für Performance
Bei statischem Text einmal rendern und wiederverwenden:
function createTextImage(text, font, color) {
const tempCanvas = document.createElement('canvas')
const tempCtx = tempCanvas.getContext('2d')
tempCtx.font = font
const metrics = tempCtx.measureText(text)
tempCanvas.width = Math.ceil(metrics.width)
tempCanvas.height = parseInt(font) * 1.5
tempCtx.font = font
tempCtx.fillStyle = color
tempCtx.textBaseline = 'top'
tempCtx.fillText(text, 0, 0)
return tempCanvas
}
// Create once
const titleImage = createTextImage('MY GAME', '48px Impact', '#fff')
// Draw many times (fast)
ctx.drawImage(titleImage, x, y)6) Schreibmaschineneffekt
class TypewriterText {
constructor(text, x, y, charsPerSecond = 20) {
this.fullText = text
this.x = x
this.y = y
this.speed = 1 / charsPerSecond
this.timer = 0
this.charIndex = 0
}
update(dt) {
this.timer += dt
while (this.timer >= this.speed && this.charIndex < this.fullText.length) {
this.charIndex++
this.timer -= this.speed
}
}
draw(ctx) {
ctx.font = '18px monospace'
ctx.fillStyle = '#fff'
ctx.fillText(this.fullText.slice(0, this.charIndex), this.x, this.y)
}
isComplete() {
return this.charIndex >= this.fullText.length
}
skip() {
this.charIndex = this.fullText.length
}
}7) Text mit Zeilenumbruch
function wrapText(ctx, text, maxWidth) {
const words = text.split(' ')
const lines = []
let currentLine = ''
for (const word of words) {
const testLine = currentLine ? currentLine + ' ' + word : word
const metrics = ctx.measureText(testLine)
if (metrics.width > maxWidth && currentLine) {
lines.push(currentLine)
currentLine = word
} else {
currentLine = testLine
}
}
if (currentLine) lines.push(currentLine)
return lines
}
function drawWrappedText(ctx, text, x, y, maxWidth, lineHeight) {
const lines = wrapText(ctx, text, maxWidth)
for (let i = 0; i < lines.length; i++) {
ctx.fillText(lines[i], x, y + i * lineHeight)
}
}8) Ein Dialogbox-System
class DialogueBox {
constructor(x, y, width, height) {
this.x = x
this.y = y
this.width = width
this.height = height
this.padding = 16
this.lineHeight = 24
this.text = ''
this.displayedChars = 0
this.charsPerSecond = 30
this.timer = 0
}
show(text) {
this.text = text
this.displayedChars = 0
this.timer = 0
}
update(dt) {
if (this.displayedChars < this.text.length) {
this.timer += dt
const charsToAdd = Math.floor(this.timer * this.charsPerSecond)
this.displayedChars = Math.min(this.displayedChars + charsToAdd, this.text.length)
this.timer = this.timer % (1 / this.charsPerSecond)
}
}
skip() {
this.displayedChars = this.text.length
}
isComplete() {
return this.displayedChars >= this.text.length
}
draw(ctx) {
// Box background
ctx.fillStyle = 'rgba(0, 0, 0, 0.8)'
ctx.fillRect(this.x, this.y, this.width, this.height)
// Border
ctx.strokeStyle = '#fff'
ctx.lineWidth = 2
ctx.strokeRect(this.x, this.y, this.width, this.height)
// Text
ctx.font = '18px sans-serif'
ctx.fillStyle = '#fff'
ctx.textBaseline = 'top'
const displayText = this.text.slice(0, this.displayedChars)
const maxWidth = this.width - this.padding * 2
const lines = wrapText(ctx, displayText, maxWidth)
for (let i = 0; i < lines.length; i++) {
ctx.fillText(
lines[i],
this.x + this.padding,
this.y + this.padding + i * this.lineHeight
)
}
// Continue indicator
if (this.isComplete()) {
ctx.fillText('▼', this.x + this.width - 24, this.y + this.height - 24)
}
}
}9) Aufsteigende Schadenszahlen
class FloatingText {
constructor(text, x, y, color = '#fff') {
this.text = text
this.x = x
this.y = y
this.color = color
this.vy = -60
this.lifetime = 1
this.age = 0
}
update(dt) {
this.y += this.vy * dt
this.vy *= 0.95
this.age += dt
}
draw(ctx) {
const alpha = 1 - (this.age / this.lifetime)
ctx.font = 'bold 20px sans-serif'
ctx.textAlign = 'center'
ctx.fillStyle = this.color
ctx.globalAlpha = alpha
ctx.fillText(this.text, Math.round(this.x), Math.round(this.y))
ctx.globalAlpha = 1
}
isExpired() {
return this.age >= this.lifetime
}
}
// Manager
const floatingTexts = []
function spawnDamageNumber(damage, x, y) {
const color = damage > 50 ? '#ff4444' : '#ffff44'
floatingTexts.push(new FloatingText(damage.toString(), x, y, color))
}
function updateFloatingTexts(dt) {
for (let i = floatingTexts.length - 1; i >= 0; i--) {
floatingTexts[i].update(dt)
if (floatingTexts[i].isExpired()) {
floatingTexts.splice(i, 1)
}
}
}10) Text in WebGL (SDF-Fonts)
Für WebGL-Spiele skalieren Signed-Distance-Field-Fonts sauber:
// SDF shader fragment
const sdfFragmentShader = `
precision mediump float;
uniform sampler2D u_texture;
uniform vec4 u_color;
varying vec2 v_texCoord;
void main() {
float distance = texture2D(u_texture, v_texCoord).a;
float alpha = smoothstep(0.4, 0.6, distance);
gl_FragColor = vec4(u_color.rgb, u_color.a * alpha);
}
`
// Libraries like msdf-bmfont-xml can generate SDF font atlasesSpeziell für three.js-Szenen ist troika-three-text eine gute Option. Statt einen Atlas vorzubacken, parst es .ttf-, .otf- und .woff-Dateien und erzeugt die SDF-Glyphen im laufenden Betrieb in einem Web Worker, und es kümmert sich um Kerning, Ligaturen und rechtsläufige Schriften.
Für die meisten 2D-Canvas-Spiele funktionieren Bitmap-Fonts oder vorgerenderter Canvas-Text gut.
Verwandt
- Canvas-2D-Spielschleife
- Pixel-Art-Rendering
- WebGL-Grundlagen
- Responsives Spiel-Canvas — Text mit Canvas-Auflösung und DPI skalieren
- Wo du kostenlose Game-Assets findest — Quellen für Schriften und UI-Assets