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