I’ve done this in the past by making each zone a physics object. I used physics editor to get the outline of each zone.
Then when you tap that zone have another physics object created at your tap event.x and event.y creating a collision between the two.
You can then get the id of the zone tapped and fill its colour accordingly.
The only downside to this is that you will need to create many images for each zone and place them correctly in the scene rather than one main image.
You could also use masks for each zone and once tapped on that masked image fill it with colour.
I tried both ways and preferred the first as it gave better overall performance.
Hope this helps.