If you see white lines between your squares, ensure you are calculating SQUARE_SIZE using getWidth() / 8 . If you hardcode a number like 50 on a canvas that isn't exactly 400 , the grid won't fit perfectly. 2. Rectangles Overlapping the Border
You need an outer loop for rows and an inner loop for columns. 916 checkerboard v1 codehs fixed
Ensure your for loop conditions use < SQUARES_PER_SIDE and not <= . Using <= will attempt to draw a 9th row/column, which usually breaks the layout or triggers a "limit exceeded" error in CodeHS. If you see white lines between your squares,
The color must switch based on both the row and column index to create the staggered effect. The Logic Behind the Fix Rectangles Overlapping the Border You need an outer
var SQUARES_PER_SIDE = 8; var SQUARE_SIZE = getWidth() / SQUARES_PER_SIDE; function start() { for (var row = 0; row < SQUARES_PER_SIDE; row++) { for (var col = 0; col < SQUARES_PER_SIDE; col++) { drawSquare(row, col); } } } function drawSquare(row, col) { var x = col * SQUARE_SIZE; var y = row * SQUARE_SIZE; var rect = new Rectangle(SQUARE_SIZE, SQUARE_SIZE); rect.setPosition(x, y); // The "Fixed" Logic: Check if sum of indices is even if ((row + col) % 2 == 0) { rect.setColor(Color.red); } else { rect.setColor(Color.black); } add(rect); } Use code with caution. Troubleshooting Common Errors 1. The "Off-by-One" Pixel Gap
Make sure your setPosition uses col * SQUARE_SIZE for the X-coordinate and row * SQUARE_SIZE for the Y-coordinate. Swapping these can sometimes cause the grid to render incorrectly if your canvas isn't a perfect square. 3. Infinite Loops
The "916 checkerboard v1 codehs fixed" solution relies entirely on the . Once you master the nested loop structure, you can apply this logic to more complex grid-based games like Minesweeper or Chess.