# set (Sprite Property) Set a value for a [sprite](/reference/game/create-sprite) property. ```sig game.createSprite(0,0).set(LedSpriteProperty.X, 0); ``` ## Parameters * **property**: the property of the **Sprite** you want to store a value for, like: >* ``x`` - the horizontal location to set the sprite at on the LED screen (`0`-`4`) >* ``y`` - the vertical location to set the sprite at on the LED screen (`0`-`4`) >* ``direction`` - the direction in degrees for the sprite to go when the next [move](/reference/game/move) happens. The degree range is from `-180` to `180`. >* ``brightness`` - how bright the LED sprite is. Completely dark is `0` and very bright is `255`. >* ``blink`` - how fast the sprite is will blink on and off. The blink rate is in milliseconds. * **value**: the a [number](/types/number) value to set for the property. ## Example Make an LED sprite move to random locations on the screen. Use button **A** to freeze and unfreeze the sprite while it's moving. When the sprite is frozen, it will blink and dim to half brightness. ```blocks input.onButtonEvent(Button.A, input.buttonEventClick(), function () { if (freeze) { sprite.set(LedSpriteProperty.Brightness, 255) sprite.set(LedSpriteProperty.Blink, 0) } else { sprite.set(LedSpriteProperty.Brightness, 128) sprite.set(LedSpriteProperty.Blink, 200) } freeze = !(freeze) }) let freeze = false let sprite: game.LedSprite = null sprite = game.createSprite(0, 0) basic.forever(function () { if (!(freeze)) { sprite.set(LedSpriteProperty.X, randint(0, 4)) sprite.set(LedSpriteProperty.Y, randint(0, 4)) } basic.pause(500) }) ``` ## See also [turn](/reference/game/turn), [brightness](/reference/led/brightness), [change sprite property](/reference/game/change), [get sprite property](/reference/game/get)