Once upon a time, I compiled Java projects with Windows batch files. I remember having to go back and laboriously edit them whenever I added a new package to the project.
With the power of the Linux shell, you can actually make a decent command-line build script without having to do this:
#!/bin/bash
set -e # quit on error
set -u # quit if we attempt to use undefined environment variable
set -x # show commands as they're executed (remove this line if done debugging)
# Run this script from the project root directory
cd src
# Create directory structure
find . -type d | xargs -n 1 -I I --verbose mkdir -p ../dist/class/I
# Use javac to compile files
find . -name "*.java" | javac @/dev/stdin -d ../dist/class
# Copy assets
find . -type f -and -not -name "*.java" | xargs -n 1 -I I --verbose cp I ../dist/class/I
# Jar command
jar cvf ../dist/$(basename $(readlink -f ..)) -C ../dist/class .
You should save this in a file called "build.sh" in your project's root directory. This script is missing a few features. There's lots of verbosity so you can see exactly what's going on. It doesn't handle filenames with spaces or other strange characters very well. If you want a runnable jar file, you have to write a manifest file and include it in the "jar" command. If your project uses any external dependencies outside the Java class libraries, you'll have to add a -cp switch to the javac command line, or export the CLASSPATH environment variables.
The script above will copy the assets into the jar file. This makes a one-file distribution, assuming you extract the assets at runtime. Stackoverflow can tell you more about How to Handle Assets in Single File within a Virtual File System in Java.
As an alternative, you can simply copy the assets from the source directory to the target directory.
As a matter of style, most people keep their assets in a separate directory from source code. E.g. your two .gif files would be under assets/app/images instead of src/app/images. It's not technically necessary to do it this way as long as you can convince your build system to do what you want, but most of the projects I've seen separate them out.