for (int j = 0; j < m_game.board.width; j++) { for (int k = 0; k < m_game.board.height; k++) {   g.setColor(terrainColor(m_game.board.getHex(j, k))); paintCoord(g, j, k, false);
Color oldColor = g.getColor(); g.setColor(Color.black); g.fillRect(0,0,getSize().width,getSize().height); g.setColor(oldColor); if (!minimized){ roadHexIndexes.removeAllElements(); for (int j = 0; j < m_game.board.width; j++) { for (int k = 0; k < m_game.board.height; k++) { g.setColor(terrainColor(m_game.board.getHex(j, k), j, k)); paintCoord(g, j, k, true); } } if (! roadHexIndexes.isEmpty()) paintRoads(g);  for (Enumeration enum = m_game.getEntities(); enum.hasMoreElements(); ) { Entity e = (Entity)enum.nextElement(); if (e.getPosition() == null) continue; g.setColor(e.getOwner().getColor()); paintUnit(g, e.getPosition().x, e.getPosition().y, true);
    private void drawMap() {        if (m_mapImage == null) {            return;        }        Graphics g = m_mapImage.getGraphics();        for (int j = 0; j < m_game.board.width; j++) {            for (int k = 0; k < m_game.board.height; k++) {                // eventually this will color by terrain, otherwise we'd obviously do it as                // one big rectangle                g.setColor(terrainColor(m_game.board.getHex(j, k)));                paintCoord(g, j, k, false);            }        }                for (Enumeration enum = m_game.getEntities(); enum.hasMoreElements(); ) {            Entity e = (Entity)enum.nextElement();            if (e.getPosition() == null) continue;            g.setColor(e.getOwner().getColor());            paintCoord(g, e.getPosition().x, e.getPosition().y, true);        }