What you want is linear interpolation like @Tim points out. However he uses a formula that is not so easily understandable form, we can refactor it differently. Basically linear interpolation is a weighted average where the weight of the first term is in range of 0-1 and the weight of the other value is 1-weight. Literature usually uses t for the weight and y for input (y can be a scalar, vector, matrix or mostly any construct). A more understandable version of the formula in scientific form is:
$$
y = t \cdot y_1 + (1-t) \cdot y_0 \quad \quad t \in [0,1]
$$
As code it looks like:
playerSprite.x = t * Y.x + (1-t) * X.x
playerSprite.y = t * Y.y + (1-t) * X.y
There is a simple visual interpretation of this:

Image 1: Visual interpretation of weights (below) and the sum of vectors and position on line (above)