36 lines
1.2 KiB
Markdown
36 lines
1.2 KiB
Markdown
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# set (Sprite Property)
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Make a [sprite](/reference/game/create-sprite) store the kind of [number](/types/number) you say.
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```sig
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game.createSprite(0,0).set(LedSpriteProperty.X, 0);
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```
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## Parameters
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* **property**: the property of the **Sprite** you want to store a value for, like:
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>* ``x`` - how far up or down the sprite is on the screen (`0`-`4`)
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>* ``y`` - how far left or right the sprite is on the screen (`0`-`4`)
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>* ``direction`` - which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function)
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>* ``brightness`` - how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function)
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>* ``blink`` - how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking)
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## Example
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This program makes a sprite on the left side of the screen,
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waits two seconds (2000 milliseconds),
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and then moves it to the right side of the screen.
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```blocks
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let ball = game.createSprite(0, 2);
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basic.pause(2000);
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ball.set(LedSpriteProperty.X, 4);
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```
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## See also
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[turn](/reference/game/turn),
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[brightness](/reference/led/brightness),
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[change sprite property](/reference/game/change),
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[get sprite property](/reference/game/get)
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