 				snakeBods.push(bod);
 				
 			}
-			
+			/*
 			addObject(tail,path[size][0][0], path[size][0][1]);
 			tail.rotation = path[size][0][2];
 			//tail.visible = false;
 			snakeBods.push(tail);
+			*/
 		}
 		//addPath is the soul of the snake body movement.
 		public function addPath(x:int, y:int, r:int):void {
-			var temp: Array = new Array()
 			
 			if(bodyCount >= 0) {
 				if (pCount < pathMax) {

			}
			
		}
		//all this needs to be fixed again to go along with being added to the stage instead of the snake.
		//now I am cutting out the use of this method to turn the snake bodies a different way.
		/*old turn snake
		public function turnSnake(dir:String, snake:Sprite):void {  //input the direction of the turn with the keyboard event; "up" "down" "left" or "right" (right could actually be any other string.)
			
			//var bods:Array = body;
			var p:int = 0;
			var x:int = snake.x;
			var y:int = snake.y;
			if (dir=="up") {
				snake.rotation = -90;				
				for (var i: int = 0; i<size; i++) {
					p += 45;					
					snakeBods[i].x = snake.x;
					snakeBods[i].y = snake.y+p; 
					snakeBods[i].rotation = 0;					
				}
				p+=45;
				tail.x = snake.x;
				tail.y = snake.y+p;
				tail.rotation = 0;
			}
			else if (dir=="down") {
				snake.rotation = 90;				
				for (var i: int = 0; i<size; i++) {
					p += 45;
					snakeBods[i].x = snake.x;
					snakeBods[i].y = snake.y-p;
					snakeBods[i].rotation = 180;					
				}
				p+=45;
				tail.x = snake.x;
				tail.y = snake.y-p;
				tail.rotation = 180;
			}
			else if (dir=="left") {
				snake.rotation = 180;
				for (var i: int = 0; i<size; i++) {
					p += 45;
					snakeBods[i].x = snake.x+p;
					snakeBods[i].y = snake.y; 
					snakeBods[i].rotation = -90;
				}
				p += 45;
				tail.x = snake.x+p;
				tail.y = snake.y;
				tail.rotation = -90;
			}
			else {
				snake.rotation = 0;
				for (var i: int = 0; i<size; i++) {
					p += 45;
					snakeBods[i].x = snake.x-p;
					snakeBods[i].y = snake.y; 
					snakeBods[i].rotation = 90;
				}
				p += 45;
				tail.x = snake.x-p;
				tail.y = snake.y;
				tail.rotation = 90;
			}
		}
		public function removeBod():void {
			snakeBods.pop();
			this.removeChild(snakeBods[size-2]);
		} 
		*/
	}
		
}
			}
			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);
