         var idx :int = _gameObj.isInPlay() ? _gameObj.getTurnHolderIndex() : -1;
         for (var ii :int = 0; ii < _playerLabels.length; ii++) {
             var label :TextField = (_playerLabels[ii] as TextField);
-            label.backgroundColor = (ii == idx) ? TURN_BACKGROUND
-                                                : NORMAL_BACKGROUND;
+            label.backgroundColor = getBackground(ii == idx);
         }
-    }
-
-    /**
-     * Registered to receive TURN_CHANGED and GAME_ENDED events
-     * from the GameObject.
-     */
-    protected function recheckTurn (event :StateChangedEvent) :void
-    {
-        displayCurrentTurn();
     }
 
     /** Our game object. */

        label.autoSize = TextFieldAutoSize.LEFT;
        label.selectable = false;
        label.text = "Players";
        label.x = BORDER;
        label.y = y;
        addChild(label);
        y += label.textHeight;

        var maxWidth :Number = label.textWidth;

        // create a label for each player
        for each (var name :String in _gameObj.getPlayerNames()) {
            y += PAD;
            label = new TextField();
            label.autoSize = TextFieldAutoSize.LEFT;
            label.background = true;
            label.selectable = false;
            label.text = name;
            label.x = BORDER;
            label.y = y;
            addChild(label);
            y += label.textHeight;
            maxWidth = Math.max(maxWidth, label.textWidth);

            _playerLabels.push(label);
        }

        // make all the player labels the same width
        // (looks nice when highlighted)
        for each (label in _playerLabels) {
            label.autoSize = TextFieldAutoSize.NONE;
            label.width = maxWidth;
        }

        // draw a blue rectangle around everything
        graphics.clear();
        graphics.lineStyle(1, 0x0000FF);
        graphics.drawRect(0, 0, maxWidth + (BORDER * 2), y + BORDER);

        displayCurrentTurn();
    }

    /**


    /** An array of labels, one for each player name. */
    protected var _playerLabels :Array = [];
}
}
