I am replicating a classic game, Pong, in Java using JavaFX. I am using java.util.Timer, java.util.TimerTask for the game loop and JavaFX's Canvas for rendering. Is there a way to add double buffering to the Canvas so the animation doesn't flicker? Or should I approach this differently? Bellow is the code. I removed some parts of it, that I think are irrelevant, since the code is around 200 lines long.
Canvas canvas = new Canvas(stageW, stageH);
GraphicsContext gc;
public void start(Stage stage) throws Exception {
Group root = new Group();
gc = canvas.getGraphicsContext2D();
Timer loop = new Timer();
root.getChildren().add(canvas);
loop.schedule(new GameLoop(), 0, 1000 / 60);
stage.setScene(new Scene(root,stageW, stageH));
stage.show();
}
public class GameLoop extends TimerTask {
@Override
public void run() {
draw(gc);
collisionDetect();
ball.move();
}
}
public void draw() {
gc.setFill(Color.BLACK);
gc.fillRect(0, 0, stageW, stageH);
gc.setFill(Color.WHITE);
gc.fillRect(lBat.getX(), lBat.getY(), lBat.getW(), lBat.getH());
gc.fillRect(rBat.getX(), rBat.getY(), rBat.getW(), rBat.getH());
gc.fillRect(ball.getX(), ball.getY(), ball.getW(), ball.getH());
}