How to achieve scrolling screen with BufferStrategy?

I had problems with Fraps and my Java game few days back and I was suggested to use BufferStrategy. So I used it and problems are gone now, but I ended up to situation where my coding skills arent enough to solve this simple problem: I used to draw everything to an image. After everything was drawn the Image was shown to screen (=double buffering). And now BufferStrategy has taken place of the image.

I used to also move that image so that screen scrolls left and right depending where player moves. So how can I reach same result? Im pretty stuck at this point with this. ???

Use Graphics2D’s AffineTransform object to translate the world.

Maybe one of the most common type of sentences on this forum: I am pretty new to coding (well not new but after long time since training I decided to continue game making) so I dont quite understand how I should include AffineTransform into my code. I am using JFrame (if that tells something?). Im pretty lost at the moment. :clue:

Edit: I wouldnt like to change all my code into Graphics2d so thats why I feel this kinda as a problem. :smiley:

Well I think I managed to solve my problem (thinking is pretty hard when I am awfully tired ;D)

Well now I am asking is this vice way to do:

public void renderScreen() {
		if(bI == null) { //double buffer image I used before BufferStrategy
			bI = createImage(screen_width*2, screen_height);
			bG = bI.getGraphics();
		}
	        //drawing code here
	}
	
	public void paint(Graphics g) {
		strategy = this.getBufferStrategy();
		g = strategy.getDrawGraphics();
		
		//draw buffer image to screen
		g.drawImage(bI, (int)buffer_pos_x, 0, null); //drawing the "buffer" Image to screen
		g.dispose();
		strategy.show();
		Toolkit.getDefaultToolkit().sync();
	}
	
	public void run() {
		if(mappi != null && pl != null) {
			while(game_on == true) {
				pl.playerMove();
				renderScreen();
				repaint();
				try {
				 	Thread.sleep(fps_sleep);
				} catch(InterruptedException ie) {}
			}
		}
		if(game_on == false) System.exit(0);
	}

Is that a correct order of BufferStrategy and rendering & etc. ?

Edit: As regarding to my last topic where I had problems with Fraps, I ran to this kind of problem:
When recording under 77fps Fraps records flickrs while playing game. When recording at 77fps flickers dont exist. Is this normal? I am just testing my game and the final game wont run faster than 60 fps. Normal? Problematic? Strange behavior? Bad Code?