title: How do I display multiple Images on JPanel?
body: <p>I've been trying to figure this out forever, but I can't seem to figure it out.</p>
  
  <p>I would like to display more than one image on the screen in the same JPanel but for some reason, it only displays the last image from the paint component</p>
  
  <p>I'm trying to make a fruit ninja style game and would like to draw the fruits out of the frame before animations take place. </p>
  
  <p>Does anyone have an idea of how to do this?Any help would be greatly appreciated...</p>
  
  <pre><code>import javax.swing.*;//imports JPanel class
  import java.awt.*;//imports the Graphics class
  
  public class FruitNinja extends JPanel {
  
     private Image dojo;
     private Image apple;
     private Image orange;
     private Image pineapple;
     private Image strawberry;
     private Image banana;
  
     private Timer timer;
     private int x, y;
  
     public FruitNinja() { // a constructor to set up graphics windo
        super();
        setBackground(Color.WHITE);
        loadImage();
        x = 25;
        y = 25;
  
  
     }
  
  
  
     private void loadImage() {
        ImageIcon ii = new ImageIcon("Dojo.jpg");
        dojo = ii.getImage();
  
        ImageIcon oo = new ImageIcon("Orange.ico");
        orange = oo.getImage();
  
        ImageIcon ss = new ImageIcon("Strawberry.png");
        strawberry = ss.getImage();
  
        ImageIcon bb = new ImageIcon("Banana.png");
        banana = bb.getImage();
  
        ImageIcon pp = new ImageIcon("Pineapple.png");
        pineapple = pp.getImage();
  
        ImageIcon aa = new ImageIcon("Apple.png");
        apple = aa.getImage();
  
  
     }
  
     public void paintComponent(Graphics g){ // draw graphics in the panel
  
        super.paintComponent(g);// to make panel display correctly
        g.drawImage(dojo, 0,0, this);
        //draws out dojo
  
  
        super.paintComponent(g);// to make panel display correctly
        g.drawImage(apple, 0,0, this);
  
        super.paintComponent(g);// to make panel display correctly
        g.drawImage(orange, 0,0, this);
  
        super.paintComponent(g);// to make panel display correctly
        g.drawImage(pineapple, 0,0, this);
  
        super.paintComponent(g);// to make panel display correctly
        g.drawImage(banana, 0,0, this);
  
        super.paintComponent(g);// to make panel display correctly
        g.drawImage(strawberry, 0,0, this);
  
        //draws out the fruits somewhere
     }
  
    /* 
     @Override
      public void actionPerformed(ActionEvent e) {
  
        x += 5;
        y += 5;
  
        if (y &gt; getHeight()) {
           y = 25;
           x = 25;
        }
        repaint();
     }
  */
  
     public static void main(String[] args) { 
  
        FruitNinja panel = new FruitNinja(); // window for drawing  
        JFrame f = new JFrame(); // the program itself
        f.setTitle("Fruit Ninja");
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//when the X button is clicked, the program quits
        f.setSize(1280,800);//size of the frame
        Container pane = f.getContentPane();//pane refers to the interior of the JFrame
  
        FruitNinja p1 = new FruitNinja();
  
        pane.add(p1);//add the FacePanel object to the interior of the frame
        f.setVisible(true);
  
     }
  }
  </code></pre>
  
  <p>Also unrelated to this current question, since I'm trying to make a <code>FruitNinja</code> like game, how do I make it so the code registers that my mouse is there(so it slices the fruit when my mouse hovers over the fruit)? is it mouseListenter?</p>