 		public var dir:String; //l,r,u,d for the direction the snake is going.
 		public var turn:Boolean = false;
 		public var bounce:Boolean = false;
-		private var path: Array = new Array(size+2);  //this three dimensional array holds the number of snake body segments (including the tail) of path[i][x,y,r] = [x position, y position, and rotation being 0,1,2,3] for 0=vertical 1=90 degrees clockwise 2=180 and 3=270!  This will be stored 10 times for each segment to follow the path of the snake head.
+		private var path: Array = new Array(size+1);  //this three dimensional array holds the number of snake body segments (including the tail) of path[i][x,y,r] = [x position, y position, and rotation being 0,1,2,3] for 0=vertical 1=90 degrees clockwise 2=180 and 3=270!  This will be stored 10 times for each segment to follow the path of the snake head.
 		private var pCount:int = 0; //path counter
 		private var pathMax:int = b/2;  // maximum paths needed to remember = the width of a body divided by the pixels moved per frame... or b/vx. if vx/y changes you must change 2 to match.
 		private var bodyCount:int = path.length-1;

			addPath(snake.x, snake.y, snake.rotation);
			//checking for collision type and direction 
			for (var i:int = 0; i<rocks.length; i++) {
				if (Math.abs(snake.x-rocks[i].x) < 150 && Math.abs(snake.y-rocks[i].y) < 200) {
					symRocks[i].visible = true;
				}
				else {symRocks[i].visible = false;}

			}
			for (var i:int = 0; i<path.length; i++) {
				for (var j:int = 0; j<pathMax; j++) {
					path[i][j] = [(200-i*b) + j*2, 50, 90];
				}
			}
			addObject(snake, 200, 50);
