You can work around this by using something like this:
Code:
public AnimatedCursor cursor;
public void init(GameContainer gc) {
gc.setCursor("dummy.png"); // An Transparent Dummy Image
Image imgs[] = new Image[3];
imgs[0] = new Image("mouse1.png");
imgs[1] = new Image("mouse2.png");
imgs[2] = new Image("mouse3.png");
cursor = new AnimatedCursor(imgs, 0 , 0); // Images, offsetx, offsety
}
public void update(GameContainer gc, int delta) {
Input input = gc.getInput();
cursor.setPosition(input.getMouseX(), input.getMouseY());
cursor.update(delta);
}
public void render(Graphics g) {
cursor.render(g);
}
but a "container.setCursor(Animation animation, x, y)" funktion would of course be nice.