Change movieClip color or size based on player score

Hello Everyone,
My students and I worked throught a nice tutorial on a basic pong game that keeps score (http://as3gametuts.com/2011/03/19/pong-1/). But now we are trying to figure out how to modify a movieclip's color and/or size based on the score. This idea was suggested by one of my students, the tutorial does not provide instructions for the color and/or size change so I figured I'd ask for help here.
The symbol we want to change is named "paddle" with the instance name of "playerPaddle" and we want to change it based on the value of a var named "playerScore".
Thanks for your help and have a great day,
Todd

Ned,
Thanks for the reply.
I want to reduce the playerPaddle by 20% when the playerScore reaches 5.
also
I want to change the playerPaddle color to red when the playerScore reaches 2.
Thanks again for your help,
Todd
var ballSpeedX:int = -3;
var ballSpeedY:int = -2;
var cpuPaddleSpeed:int = 3;
var playerScore:int = 0;
var cpuScore:int = 0;
init();
function init():void
          stage.addEventListener(Event.ENTER_FRAME, loop);
function calculateBallAngle(paddleY:Number, ballY:Number):Number
          var ySpeed:Number = 5 * ( (ballY-paddleY) / 25 );
          trace(ySpeed);
          return ySpeed;
function updateTextFields():void
          playerScoreText.text = ("Player Score: " + playerScore);
          cpuScoreText.text = ("CPU Score: " + cpuScore);
function loop(e:Event):void
          if( playerPaddle.hitTestObject(ball) == true ){
                    if(ballSpeedX < 0){
                              ballSpeedX *= -1;
                              ballSpeedY = calculateBallAngle(playerPaddle.y, ball.y);
          } else if(cpuPaddle.hitTestObject(ball) == true ){
                    if(ballSpeedX > 0){
                              ballSpeedX *= -1;
                              ballSpeedY = calculateBallAngle(cpuPaddle.y, ball.y);
          if(cpuPaddle.y < ball.y - 10){
                    cpuPaddle.y += cpuPaddleSpeed;
          } else if(cpuPaddle.y > ball.y + 10){
                    cpuPaddle.y -= cpuPaddleSpeed;
          playerPaddle.y = mouseY;
          //check if top of paddle is above top of screen
          if(playerPaddle.y - playerPaddle.height/2 < 0){
                    playerPaddle.y = playerPaddle.height/2;
          //check if bottom of paddle is below bottom of screen
          } else if(playerPaddle.y + playerPaddle.height/2 > stage.stageHeight){
                    playerPaddle.y = stage.stageHeight - playerPaddle.height/2;
          ball.x += ballSpeedX;
          ball.y += ballSpeedY;
          //because the ball's position is measured by where its CENTER is...
          //...we need add or subtract half of its width or height to see if that SIDE is hitting a wall
          //first check the left and right boundaries
          if(ball.x <= ball.width/2){ //check if the x position of the left side of the ball is less than or equal to the left side of the screen, which would be 0
                    ball.x = ball.width/2; //then set the ball's x position to that point, in case it already moved off the screen
                    ballSpeedX *= -1; //and multiply the ball's x speed by -1, which will make it move right instead of left
                    cpuScore++; //increase cpuScore by 1
                    updateTextFields();
          } else if(ball.x >= stage.stageWidth-ball.width/2){ //check to see if the x position of it's right side is greater than or equal to the right side of the screen, which would be 550
                    ball.x = stage.stageWidth-ball.width/2; //and set the x position to that, in case it already moved too far of the right side of the screen
                    ballSpeedX *= -1; //multiply the x speed by -1 so that the ball is now moving left
                    playerScore++; //increase playerScore by 1
                    updateTextFields();
          //now we do the same with the top and bottom of the screen
          if(ball.y <= ball.height/2){ //if the y position of the top of the ball is less than or equal to the top of the screen
                    ball.y = ball.height/2; //like we did before, set it to that y position...
                    ballSpeedY *= -1; //...and reverse its y speed so that it is now going down instead of up
          } else if(ball.y >= stage.stageHeight-ball.height/2){ //if the bottom of the ball is lower than the bottom of the screen
                    ball.y = stage.stageHeight-ball.height/2; //reposition it
                    ballSpeedY *= -1; //and reverse its y speec so that it is moving up now

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    <th class="dataField">Type</th>
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