how about creating 3 or 4 sprites, each sprite has an AnimatedImage inside it , the Animated Image containts all the ABC / 1.2.3.4.5...0
and you circle them like a counter...
so
sprite 1 , sprite 2 , sprite 3
0 1 2
0 1 3
0 1 4
0 1 5
etc..
same with the ABC, you can also make an ABC sprite of animated Image
that contains words like:
Win,This,That,Enemy,Ally,Completed,Finished and arrange these in a good way like Enums.. maybe i didnt understand your questions, but one thing for sure,
if you'll use
dbSetCurrentBimtap(not zero);
dbCLS();
dbText(0,0,Text); // could be a number or whatever
dbGetImage(newImage,0,0,dbTextWidth(Text),dbTextHeight(Text));
dbSprite(Timer/TextSprite,0,0,newImage);
dbSetCurrentBitmap(0);
// do not delete the not zero bitmap cause you will use it again.
// continue the loop...
this method will cost alot if it ran each loop , you can however call it every one Second in the loop so
if (dbTimer() > LastTime + 999)
// do the upper code.
you may get better results, but it will depend on your system and if someone with a lowend pc will play it he might just get some lag , and thats not consirning all the other code you have on your game..
with it said , i never write anything to the screen rather then Debug functions like FPS and MouseX,MouseY, all other i do in the bitmap function before the loop begins , use it as One sprite with an Image of all the Static text i want, so for say if you have a Sprite showing the Text of "Timer :" this can be done before the main loop , and only the running timer should be inside the loop it will save you some calculations..
maybe if i'll understand your question better i might help, for now i think the first solution with AnimatedSprites is the best method , it wll work faster then the other one.