 		public var symbol:SymRock;
 		private var symRocks:Array = new Array();
 		
-		public var size:int = 10;//length of the snake
+		public var size:int = 5;//length of the snake
 		public var snakeBods:Array = new Array();
 		public var bod:SnakeBod;
 		private var tail:SnakeTail = new SnakeTail();

		public function reverse(d:String, snake:Snake): void {
			bounce = true;
			if(d == "right"){
				vx *= -1;
				vy=0;
				snake.y-=b;

				//}				
				
			}
			addPath(snake.x, snake.y, snake.rotation);
						
			//loop through all the rocks
			for (var i:int = 0; i<rocks.length; i++) {
				//set the vision
				if (Math.abs(snake.x-rocks[i].x) < 100 && Math.abs(snake.y-rocks[i].y) < 100 && !snake.hitTestObject(rocks[i]) && symRocks[i].type != 4) {
					symRocks[i].visible = true;
				}
				else {symRocks[i].visible = false;}
				//checking for collision type and direction 
				if (snake.hitTestObject(rocks[i])) {
					if( snake.type == symRocks[i].type) {
					
						rocks[i].visible = false;
						//symRocks[i] = new RockExplosion();
						symRocks[i].visible = false;
						symRocks[i].type = 4;
						rockFxChannel = rockFx.play();
						
						//symRocks[i] = null;
						//rocks[i] = null;
						//this.removeChild(symRocks[i]);
					}
					
					else if (symRocks[i].type != 4) {
						
						if (dir=="d") {		
							snake.y-=2; //fixes it so he bounces back when he hits more than one block
							reverse("up", snake);
							
						}
						else if (dir =="u") {
							snake.y+=2;
							reverse("down", snake);
						}
						else if (dir=="r") {
							snake.x-=2;
							reverse("left", snake);
						}
						else if (dir=="l") {
							snake.x+=2;
							reverse("right", snake);
						}
						
					}
				
				}
			
				
			}	
			
			if (snake.x<50) {
