private synchronized void drawIsometricSpritesForHex(Coords c,Graphics g,Collection<IsometricSprite> spriteArrayList){
  Rectangle view=g.getClipBounds();
  for (  IsometricSprite sprite : spriteArrayList) {
    Coords cp=sprite.getPosition();
    Rectangle spriteBounds=sprite.getBounds();
    if (cp.equals(c) && view.intersects(spriteBounds) && !sprite.isHidden()) {
      if (!sprite.isReady()) {
        sprite.prepare();
      }
      sprite.drawOnto(g,spriteBounds.x,spriteBounds.y,this,false);
    }
  }
}

private synchronized void drawIsometricSpritesForHex ( Coords c , Graphics g , Collection < IsometricSprite > spriteArrayList ) { Rectangle view = g . getClipBounds ( ) ; for ( IsometricSprite sprite : spriteArrayList ) { Coords cp = sprite . getPosition ( ) ; Rectangle spriteBounds = sprite . getBounds ( ) ; if ( cp . equals ( c ) && view . intersects ( spriteBounds ) && ! sprite . isHidden ( ) ) { if ( ! sprite . isReady ( ) ) { sprite . prepare ( ) ; } sprite . drawOnto ( g , spriteBounds . x , spriteBounds . y , this , false ) ; } } }
draws the entity for the given hex . this function is used by the isometric rendering process so that sprites are drawn in the order that hills are rendered to create the appearance that the sprite is behind the hill .
