# Adding Text to a Scene ---------------------------- Draw text in your scene, such as a health indicator or a "Game Over" banner, by using a label node. ### Overview Most apps need to display text at some point, and implementing it correctly yourself can take a significant amount of work. But the `SKLabelNode` class does all of the work necessary to load fonts and create text for display. Create a new label node by calling the `labelNodeWithFontNamed:` class method. Then configure the other label properties, especially the `text` property. The size of a label node is determined implicitly by its `fontName`, `fontSize`, and `text` properties. By default, the text label is centered horizontally on the label node’s origin, with the font’s baseline passing through the origin. The `verticalAlignmentMode` and `horizontalAlignmentMode` properties can be used to adjust the label’s position relative to the origin. The following code demonstrates how to create a new text label. ```swift let winner = SKLabelNode(fontNamed: "Chalkduster") winner.text = "You Win!" winner.fontSize = 65 winner.fontColor = SKColor.green winner.position = CGPoint(x: frame.midX, y: frame.midY) addChild(winner) ``` Whenever you change the label node’s properties, the label node is automatically updated the next time the scene is rendered. -------------------------------------- [download this page as .md](https://raw.githubusercontent.com/retrokid/retrokid.github.io/master/tech_notes/spritekit_documentation/041-sklabelnode-adding-text-to-a-scene.md) [download this page as .pdf](https://github.com/retrokid/retrokid.github.io/raw/master/tech_notes/spritekit_documentation/041-sklabelnode-adding-text-to-a-scene.pdf) [back to SpriteKit documentation](./spritekit-documentation)