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# kind Get the kind of the sprite. ```sig sprites.create(null).kind() ``` To keep track of different types of sprites, you can assign a _kind_ to them. This is a value that will help identify them and decide what actions to take when events happen in the game. There are no particular rules or names for how you decide on what the kinds should be. The sprite kinds in your game might be defined like this: ```typescript-ignore namespace SpriteKind { export const Player = SpriteKind.create() export const Enemy = SpriteKind.create() } ``` ## Returns * a [number](/types/number) value that is the current sprite kind. ## Example #example Make a ``Player`` sprite and two ``Friend`` sprites. Every 2 seconds, turn one of the friend sprites into an ``Enemy``. Every 10 seconds have the enemy sprites become friends again. ```blocks namespace SpriteKind { export const Friend = SpriteKind.create() } let player: Sprite = null let friend2: Sprite = null let friend1: Sprite = null let greenBlock: Image = null greenBlock = image.create(16, 16) greenBlock.fill(7) player = sprites.create(greenBlock, SpriteKind.Player) friend1 = sprites.create(greenBlock, SpriteKind.Friend) friend1.x = scene.screenWidth() / 4 friend2 = sprites.create(greenBlock, SpriteKind.Friend) friend2.x = scene.screenWidth() * 3 / 4 game.onUpdateInterval(10000, function () { friend1.setKind(SpriteKind.Friend) friend2.setKind(SpriteKind.Friend) }) game.onUpdateInterval(2000, function () { if (friend1.kind() == SpriteKind.Friend) { friend1.setKind(SpriteKind.Enemy) } else if (friend2.kind() == SpriteKind.Friend) { friend2.setKind(SpriteKind.Enemy) } }) ``` ## See also #seealso [set kind](/reference/sprites/sprite/set-kind)