By default all objects have physics turned on. This may have been noticeable if you tried to change the position of one sprite and it overlaps with another sprite.

There are a bunch of physics commands that you can use.

world.gravity

let mySprite;

function setup() {
  createCanvas(400, 400);
  mySprite=createSprite(200,50,25);
  
  // note you can make gravity go down (y=1), up (y=-1), 
  //    right (x=1) or left(x=-1)
  // or increase the speed y=5;
  world.gravity.y=5;
}

function draw() {
  clear();
}

You can add static objects by setting the collider of the object = “static”

let mySprite;
let myFloor;

function setup() {
  createCanvas(400, 400);
  mySprite=createSprite(200,50,25);
  myFloor=createSprite(200,360,400,40);
  myFloor.collider="static";
  
  world.gravity.y=5;
}

function draw() {
  clear();
}

Sprites have properties that will control how they interact when they collide. “bounciness” will make the sprite bounce when it hits another object

let s1,s2,s3,s4;
let myFloor;

function setup() {
  createCanvas(400, 400);
  s1=createSprite(50,50,25);
  s1.bounciness=0.25;
  s2=createSprite(150,50,25);
  s2.bounciness=0.5;
  s3=createSprite(250,50,25);
  s3.bounciness=1;
  s4=createSprite(350,50,25);
  s4.bounciness=1.5;
  
  myFloor=createSprite(200,360,400,40);
  myFloor.collider="static";
  
  world.gravity.y=5;
}

function draw() {
  clear();
}

Another property of an object is drag which determines how much friction there is when moving through space

let s1,s2,s3,s4;
let myFloor;

function setup() {
  createCanvas(400, 400);
  s1=createSprite(50,50,25);
  s1.drag=0.25;
  s2=createSprite(150,50,25);
  s2.drag=0.5;
  s3=createSprite(250,50,25);
  s3.drag=1;
  s4=createSprite(350,50,25);
  s4.drag=2;
  
  myFloor=createSprite(200,360,400,40);
  myFloor.collider="static";
  
  world.gravity.y=5;
}

function draw() {
  clear();
}
let s1,s2,s3,s4;
let floor1,floor2;

function setup() {
  createCanvas(400, 400);
  s1=createSprite(50,100,25,25);
  s1.friction=10;
  s3=createSprite(250,100,25,25);
  s3.friction=0;
  
  floor1=createSprite(200,300,600,20);
  floor1.rotation=10;

  floor2=createSprite(500,300,600,20);
  floor2.rotation=10;

  
  floor1.collider="static";
  floor2.collider="static";
  
  world.gravity.y=5;
}

function draw() {
  clear();
}