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?