Watch the videos beside the bricks to get an explaination of the brick functionality. 

Place the sprite to the specified X and Y position.

Se the sprite´s X coordinate.

Set the sprite´s Y coordinate.

Changes the sprite´s X coordinate values by the given increment.

Changes the sprite´s Y coordinate values by the given increment.

If touching the edge of the screen it bounces away.

Move the sprite a certain number of steps (e.g.: 10)

Turns the sprite to the left (counter clockwise) by the specified degrees.

Turn the sprite to the right (clockwise) by the specified degrees.

See the direction of the current sprite. (in degrees)

Sets the direction of the current sprite regarding another object. 

Glide within a certain time to the specified X,Y position.

Moves the sprite a given number of layers back in the layer stack. 

Bring the sprite to the frontmost layer so it covers all other sprites with overlapping positions.

The object is influenced by gravity, collisions, etc., e.g. a ping-pong ball - collides with other dynamic and fixed sprites

The object is not influenced by gravity, collisions or similar, a „static“ sprite per se, e.g. the floor or an indestructible wall - collides with dynamic sprites only.

Physics features are disabled, the default non-physics sprites, e.g. background - does not collide with any other physics object

Sets the object’s velocity along both X and Y axes.

Sets the object’s counter-clockwise rotational speed in degrees/second.

Sets the object’s clockwise rotational speed in degrees/second.

Changes the physics world‘s gravity which
affects all dynamic physics objects. Both
positive and negative values are allowed for gravity on both X and Y axes.

Determines a object’s mass. Accepted values are 0 and above. Note that increasing an
object’s mass will not increase the speed with which it will „fall“ due to gravity

Determines how much of an object‘s energy/velocity is lost (or gained) upon collision with another physics
object. Both colliding objects‘ BounceFactors are used to calculate how „violently“ the objects bounce off of each other. Accepted values are 0 and above, factors greater than 1 are also supported. If both colliding objects have a BounceFactor of 0 they do not bounce at all upon

Determines how fast/easily one physics object can glide along another. Accepted values are between 0 and 1, values greater than 1 are accepted as well. The higher the objects’ friction values, the slower they will glide.