Keeping a Score Box Static on a Game Screen

Hi i need help with getting a score to count up as my character runs along the screen also to make the score box remain static.

Here is the code below please comment on it and give me advise

Thank you :smiley:

Also the code that is // out has been done to make the character move right only

----------------------------------------------Code---------------------------------------------------

import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;

var speedX=0;
var speedY=0;
var animation=β€œidle”;

var level:Array = new Array();
for (var i=0; i<numChildren; i++) {
if (getChildAt (i) is platform) {
level.push(getChildAt (i) .getRect(this));
}
}

//var dead:Array = new Array();
//for (var d=0; d&lt;numChildren; d++){
	//if (getChildAt (d) is restart) {
		//dead.push(getChildAt (d) .getRect(this));
	//}
//}

//for (d=0; d&lt;dead.length; d++) {
	//if (player.getRect(this).intersects(dead[d])) {
		
		//player.x == -341.25;
		//player.y == 40.7;
			
		//}
		
		//}

var kUp = false;
var kDown = false;
//var kLeft = false;
var kRight = false;

stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
//if (k.keyCode==37) kLeft=true;
if (k.keyCode==38) kUp=true;
if (k.keyCode==39) kRight=true;
if (k.keyCode==40) kDown=true;
}
function kU(k:KeyboardEvent) {
//if (k.keyCode==37) kLeft=false;
if (k.keyCode==38) kUp=false;
if (k.keyCode==39) kRight=false;
if (k.keyCode==40) kDown=false;
}
addEventListener(Event.ENTER_FRAME, loop);
function loop(e:Event) {
//if (kLeft) {
//speedX=-10;
//animation=β€œrun”;
//player.scaleX=player.scaleY*-1;
//}

//else 
//{
	speedX=10;
	player.scaleX=player.scaleY
	animation="run";
//} 
//else 
{
	speedX*=1;
	animation="run";
}
player.x+=speedX;

for (i=0; i&lt;level.length; i++) {
	if (player.getRect(this).intersects(level*)) {
		if (speedX &gt; 0) {
			player.x = level*.left-player.width/2;
		}
		if (speedX &lt; 0) {
			player.x = level*.right+player.width/2;
		}
		speedX=0;
	}
}
speedY+=1;
player.y+=speedY;
var jumpable=false;

for (i=0; i&lt;level.length; i++) {
	if (player.getRect(this).intersects(level*)) {
		if (speedY &gt; 0) {
			player.y = level*.top-player.height/2;
			speedY=0;
			jumpable=true;
		}
		if (speedY &lt; 0) {
			player.y = level*.bottom+player.height/2;
			speedY*=-0.5;
		}
		speedX=0;
	}
}
if (kUp && jumpable) {
		speedY=-15;
}
if (!jumpable) animation = "jump";
if (player.currentLabel!=animation) player.gotoAndStop(animation);
this.x=-player.x+(stage.stageWidth/2);
this.y=-player.y+(stage.stageHeight/2);

}