anchor.diff:  		  (is-overlapping-piece (pos thesnake) snake-piece))
   	     ;; TO-DO: Game Over
   	     (progn
  -	       (format t "Collision: piece #~a~%" i)
  +	       (format t "Snake collided with tail @ piece #~a~%" (- max-piece i))
   	       (setf *running* nil)))
   	 (incf i)))
   
     ;; With fruit
  -  ;; TO-DO
  -  )
  +  (when (is-overlapping-piece (pos thesnake) *fruit-position*)
  +    ;; Add fruit position to end of growth list
  +    (set-append (make-vec2 :x (vec2-x *fruit-position*)
  +			   :y (vec2-y *fruit-position*))
  +		(fruit-list thesnake))
  +    ;; Reset fruit position (TO-DO!)
  +    (setf *fruit-position* (make-vec2 :x -30.0 :y -30.0)) ; out of screen
  +    )
  +  
  +  ;; Grow after eating
  +  ;; Tail's last piece is always the first on our piece-list
  +  (when (fruit-list thesnake)
  +    (if (is-overlapping-piece (car (fruit-list thesnake))
  +			      (car (piece-list thesnake)))
  +	;; Just don't remove the last piece when
  +	;; walking! Voila!
  +	;; But do remove the fruit from fruit list.
  +	(progn
  +	  (pop (fruit-list thesnake))
  +	  (setf *has-snake-eaten* t)))))
   	
   
     
  
positive.code: 	      (setf *has-snake-moved* t)))))
  
  
    ;;; Collision detection
    ;; With own tail
    ;; So basically we'll only have to do that for the head.
    ;; Just iterate and check if overlapping a piece of your own tail.
  
negative.code: ;; Last movement footprint.
  ;; Prevents movement between movement frames
  (defparameter *has-snake-moved* nil)
  ;; For eating order
  (defparameter *has-snake-eaten* nil)
  
  ;; Fruit stuff
  (defparameter *fruit-position* (make-vec2))
  
  ;; Snake class
  (defclass snake ()
    ((pos :initform (make-vec2
  		   :x (/ *window-width* 2.0)
  