38 lines
1.3 KiB
Markdown
38 lines
1.3 KiB
Markdown
# 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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let item: game.LedSprite = null;
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item.set(LedSpriteProperty.X, 0);
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```
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### Parameters
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* the **sprite** you want to make store the number you say
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* the kind of [number](/types/number) you want to store in the sprite, 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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