# Set Sprite Property Make a [sprite](/reference/game/create-sprite) store the kind of [number](/reference/types/number) you say. ```sig let item: game.LedSprite = null; item.set(LedSpriteProperty.X, 0); ``` ### Parameters * the **sprite** you want to make store the number you say * the kind of [number](/reference/types/number) you want to store in the sprite, 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-sprite-property), [get sprite property](/reference/game/get-sprite-property)