Connect 4 game ( help please )

please compile this game to see the output
but my problem is :
when you press the button of player one the ball appear but when you move it by mouse, it should move in the the range of the net only but it move in all screen
why ??
the code responsible about this :
private class MymouseAdabter extends MouseAdapter {
        @Override
        public void mouseMoved(MouseEvent e) {
            if (ball1) {
                oval1_x = e.getX();
                if (e.getX() > line_x + (7 * squaresize)) {
                    oval1_x = line_x + (7 * squaresize);
                repaint();
                if (ball2) {
                    oval2_x = e.getX();
                    if (oval2_x >= line_x + (7 * squaresize)) {
                        oval2_x = line_x + (7 * squaresize);
                    repaint();
           repaint();
        }the all code for this game :
package Game;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTextField;
public class Game extends JFrame {
    private JPanel mainPlayer_panel;
    private JPanel playerone_panel;
    public static JButton play_one;
    private JPanel scoreone_panel;
    private JLabel score_one;
    private static JTextField field_one;
    private JPanel playertwo_panel;
    public static JButton play_two;
    private JPanel scoretwo_panel;
    private JLabel score_two;
    private static JTextField field_two;
    public Game() {
        mainPlayer_panel = new JPanel();
        mainPlayer_panel.setPreferredSize(new Dimension(200, 200));
        mainPlayer_panel.setBorder(BorderFactory.createTitledBorder("player"));
        mainPlayer_panel.setBackground(Color.pink);
        mainPlayer_panel.setBounds(900, 100, 300, 500);
        playerone_panel = new JPanel();
        playerone_panel.setPreferredSize(new Dimension(200, 200));
        playerone_panel.setBorder(BorderFactory.createTitledBorder("player one"));
        play_one = new JButton("playe");
        play_one.addActionListener(new ActionListener() {
            public void actionPerformed(ActionEvent e) {
                CreateImage.play_oneActionListener();
                repaint();
        scoreone_panel = new JPanel(new FlowLayout());
        score_one = new JLabel("score");
        field_one = new JTextField(10);
        scoreone_panel.add(score_one);
        scoreone_panel.add(field_one);
        playerone_panel.add(play_one);
        playerone_panel.add(scoreone_panel);
        playertwo_panel = new JPanel();
        playertwo_panel.setPreferredSize(new Dimension(200, 200));
        playertwo_panel.setBorder(BorderFactory.createTitledBorder("player one"));
        play_two = new JButton("playe");
        play_two.addActionListener(new ActionListener() {
            public void actionPerformed(ActionEvent e) {
                CreateImage.play_twoActionListener();
                repaint();
        scoretwo_panel = new JPanel(new FlowLayout());
        score_two = new JLabel("score");
        field_two = new JTextField(10);
        scoretwo_panel.add(score_two);
        scoretwo_panel.add(field_two);
        playertwo_panel.add(play_two);
        playertwo_panel.add(scoretwo_panel);
        mainPlayer_panel.add(playerone_panel);
        mainPlayer_panel.add(playertwo_panel);
        getContentPane().add(mainPlayer_panel);
        getContentPane().add(new CreateImage());
    public static void main(String[] args) {
        JFrame frame = new Game();
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.pack();
        frame.setLocationRelativeTo(null);
        frame.setSize(1000, 800);
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
package Game;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Line2D;
import java.awt.image.BufferedImage;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class CreateImage extends JPanel {
    private BufferedImage image;
    private Graphics g;
    private ImageIcon icon;
    private JLabel image_label;
    public static int squaresize = 80,  line_x = 40,  line_y = 120;
    public static int oval1_x = line_x + (3 * squaresize),  oval1_y = 120;
    public static int oval2_x = line_x + (3 * squaresize),  oval2_y = 120;
    public static boolean ball1,  ball2;
    public CreateImage() {
        image = new BufferedImage(700, 1000, BufferedImage.TYPE_INT_RGB);
        g = image.getGraphics();
        g.setColor(Color.white);
        g.fillRect(0, 0, image.getWidth(), image.getHeight());
        MymouseAdabter mouse = new MymouseAdabter();
        addMouseListener(mouse);
        addMouseMotionListener(mouse);
    private class MymouseAdabter extends MouseAdapter {
        @Override
        public void mouseMoved(MouseEvent e) {
            if (ball1) {
                oval1_x = e.getX();
                if (e.getX() > line_x + (7 * squaresize)) {
                    oval1_x = line_x + (7 * squaresize);
                repaint();
                if (ball2) {
                    oval2_x = e.getX();
                    if (oval2_x >= line_x + (7 * squaresize)) {
                        oval2_x = line_x + (7 * squaresize);
                    repaint();
            //repaint();
    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        Graphics2D g2 = (Graphics2D) g;
        g.drawImage(image, 0, 0, null);
        line_x = 40;
        line_y = 120;
        for (int row = 1; row <= 7; ++row) {
            BasicStroke line = new BasicStroke(5);
            g2.setStroke(line);
            g2.setColor(Color.BLUE);
            g2.draw(new Line2D.Double(line_x, line_y, line_x + (7 * squaresize), line_y));
            line_y += squaresize;
        line_x = 40;
        line_y = 120;
        for (int col = 0; col <= 7; col++) {
            BasicStroke line = new BasicStroke(5);
            g2.setStroke(line);
            g2.setColor(Color.BLUE);
            g2.draw(new Line2D.Double(line_x, line_y, line_x, line_y + (6 * squaresize)));
            line_x += squaresize;
        if (ball1) {
            g.setColor(Color.BLACK);
            g.fillOval(oval1_x, oval1_y - squaresize, squaresize, squaresize);
        if (ball2) {
            g.setColor(Color.BLUE);
            g.fillOval(oval1_x, oval1_y - squaresize, squaresize, squaresize);
    public static void play_oneActionListener() {
        ball1 = true;
        ball2 = false;
    public static void play_twoActionListener() {
        ball2 = true;
        ball1 = false;
}thanks for your help in advance

A couple of recommendations, tempered by the fact that I'm not a graphics wiz:
1) Many of your fields in the CreateImage class that are declared public static should in fact be private and not be declared static. These include oval1_x and oval1_y, and ball1 and ball2. The squareSize, line_x and line_y should probably be declared as constants (static final).
2) Consider drawing your grid with your BufferedImage's graphics object and thus creating it outside of the paintComponent method and only having to create it once.
3) In your mouseMoved method, I see where you change the ball's x position, but where do you change its y position?
4) Your {if (ball2)" block is nested within the "if (ball1)" block.  Are you really sure that you want to do this?  My guess is no.
5) Your play one / two actionlisteners should be instance methods, not static methods.
Now for some bigger problems:
6) As written, your CreateImage class will only draw one ball, that's it.  You likely need a "Ball" class that encapsulates the Ball graphics, and have the CreateImage class hold an ArrayList of these animals.
7) I see no code that expresses the game logic, that encapsulates a non-GUI grid, that makes sure that balls are placed in a logical location within the non-GUI grid, that checks for win / loss, and that eventually ties the non-GUI grid and balls with their GUI equivalents.  It's all GUI without logic.  If I were doing this, I'd do the logic part first, then drape the GUI over the logic code.
Good luck                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               

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