Having images cycle through colors

Hey guys im currently creating a puyo puyo game and i was wondering for instance say when my puyos touch the bottom boundary and the next two puyo images load how would i have them be different colors? Or if every time i load my J Frame the images are random colors. I want to make the colors that puyos can be limited to red,green,blue, and yellow and cycle through the colors randomly creating different color combination's based on the specified amount of colors. Hope this makes sense here is what i have so far within my animation class i appreciate any help.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*; 
import javax.swing.event.*;
import java.util.Random;
public class PuyoAnimation extends JPanel {
  public static final int numDroppingPuyos=2;
    /**ball color enumerate: Red*/
    public static final int puyoRed=1;
    /**ball color enumerate: Green*/
    public static final int puyoGreen=2;
    /**ball color enumerate: Blue*/
    public static final int puyoBlue=3;
    /**ball color enumerate: Yellow*/
    public static final int puyoYellow=4;
  final int board_height = 6;
  final int board_width = 12;
  final int rightBoundary = 30;
  final int leftBoundary = 130;
  final int image_height= 32;
  final int image_width = 32;
  final int MAX_X = board_height*image_height;
  final int MAX_Y = board_width*image_height;
  private static final int DELTA_Y = 2;
  private static final int TIMER_DELAY = 20;
  Image images[];
  Timer pptimer;
  Random rand;
  boolean keyRight,keyLeft,keyUp;
  int X;
  int X2 = 30;
  int y;
     public PuyoAnimation() {
     super();
     images = new Image[4];
     images[0] = Toolkit.getDefaultToolkit().getImage("puyo_yellow.png");
     images[1] = Toolkit.getDefaultToolkit().getImage("puyo_blue.png");
     images[2] = Toolkit.getDefaultToolkit().getImage("puyo_green.png");
     images[3] = Toolkit.getDefaultToolkit().getImage("puyo_red.png");
     setFocusable(true);
     PuyoMove puyo_move = new PuyoMove(); // Make a new video game KeyListener
     addKeyListener(puyo_move);
     setBackground(Color.BLACK);
      rand = new Random();
      pptimer = new Timer(TIMER_DELAY, new TimerAction());
      pptimer.start();
     public void setAnimation(boolean OnandOff){
        if (OnandOff) {
            pptimer.start(); 
        } else {
            pptimer.stop(); 
     private int color2ImageIndex(int color){
      return color-1;
    public void puyoBoundsRight(){
    if ((X > rightBoundary) || (X2 > rightBoundary)){
    X -= 5;
    X2 -= 5;
    public void puyoBoundsLeft(){
    if ((X < leftBoundary) || (X2 < leftBoundary)){
    X += 5;
    X2 += 5;
   private class PuyoMove implements KeyListener {
     public void keyTyped(KeyEvent k){}
      public void keyPressed(KeyEvent k){
        switch (k.getKeyCode()){
          case KeyEvent.VK_LEFT:
               keyLeft = true;
               break;
          case KeyEvent.VK_RIGHT:
               keyRight = true;
               break;
     public void  keyReleased(KeyEvent k) {
        switch (k.getKeyCode()){
        case KeyEvent.VK_LEFT:
             keyLeft = false;
             break;
        case KeyEvent.VK_RIGHT:
             keyRight = false;
             break;
        public void paintComponent(Graphics g){
         super.paintComponent(g); 
        g.drawImage(images[0],X,y,this);
        g.drawImage(images[1],X2,y,this);
        class TimerAction implements ActionListener {
        public void actionPerformed(ActionEvent e) {
         Color c = new Color(rand.nextInt(4) + 1);
           if (keyLeft){
            puyoBoundsRight();
           else if (keyRight) { 
            puyoBoundsLeft();
            y += DELTA_Y;
        if (y + image_width  >= MAX_Y){
       setAnimation(false);
            repaint();
   }

Hey morgalr sorry to bother you again i tried what you suggested and after compiling i received an error stating that there was an IOException i fixed that but im unsure to on where to go from here it works fine now but i cant get the images to change colors, here is my code so far thanks again
   BufferedImage[] bi = new BufferedImage[4];
            try {
         bi[0] =  ImageIO.read(new File("puyo_yellow.png"));
        bi[1] =  ImageIO.read(new File("puyo_blue.png"));
         bi[2] =  ImageIO.read(new File("puyo_green.png"));
         bi[3] =  ImageIO.read(new File("puyo_red.png"));
         catch ( IOException e )
        // BufferedImage myBI = bi[myRand.nextInt(4)];
       }Edited by: Riz01 on Oct 3, 2009 10:07 AM

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    In LR 2.0 I can't see how to do this. Say I want to compare two images. I command-click on them and hit the C key to go into Compare mode. They appear next to each other. So far, so good. But I am not able to change the Compare view to "top/bottom" or "left/right" split.
    Is this still possible? Is there still a keyboard shortcut?
    Thanks,
    Chris

    You're mixing things.
    These compare options were (and still are) available in the Develop module to compare the Before and After effect. Library's Compare mode never had top/bottom split options.

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