# GetSpritePosition [RCBasic Doc]

## Sub GetSpritePosition(sprite, ByRef x, ByRef y)

Gets the position of a sprite on the canvas

`isFullScreen = false
vSync = true
winWidth = 640
winHeight = 480
canViewPortX = 0
canViewPortY = 0
OpenWindow("GetSpritePosition", winWidth, winHeight, isFullScreen, vSync)
pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
Canvas(sCanvas)
DIM font1
Font1 = LoadFont("DripOctober.ttf", 16)
SetFont(Font1)
SetColor(RGB(100, 200, 200))
DIM eye
DIM eyeW
DIM eyeH
DIM eyeX 'Variables to pass into the function for holding the x and y values
DIM eyeY
eyeSpriteX = 100
eyeSpriteY = 100
destX = 0
eye = LoadImage("theEye.png")
GetImageSize(eye, eyeW, eyeH)
eyeSprite = CreateSprite(eye, eyeW, eyeH)
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
While Not Key(K_ESCAPE)
clearcanvas()
Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
If SpriteX(eyeSprite) < 450 And destX = 0 Then
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
eyeSpriteX = eyeSpriteX + 0.5
ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
destX = 1
End If
If destX = 1 Then
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
eyeSpriteX = eyeSpriteX - 0.5
End If
GetSpritePosition(eyeSprite, eyeX, eyeY)
Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
DrawText("Sprite X: " + STR$(eyeX), 10, 30)
DrawText("Sprite Y: " + STR$(eyeY), 10, 50)
Update()
Wend
`

Link to Font (It's locally on your computer, your not downloading anything from the internet)

Related: TranslateSprite SetSpritePosition