Avoid flicker in ST7735

as you may know i am displaying a sprite in ST7735 screen, the issue is that im getting an horrible flickering, the question is, how can i avoid flicker and to make the game run smootly?

sketch below:

#include <Adafruit_ST7735.h> // Hardware-specific library
#include <SPI.h>
#include <Adafruit_GFX.h>
#include <Adafruit_SPITFT.h>
#include <Adafruit_SPITFT_Macros.h>
#include <gfxfont.h>

// For the breakout, you can use any 2 or 3 pins
// These pins will also work for the 1.8" TFT shield
#define TFT_CS     11
#define TFT_RST    8  // you can also connect this to the Arduino reset
                      // in which case, set this #define pin to 0!
#define TFT_DC     9

// Option 1 (recommended): must use the hardware SPI pins
// (for UNO thats sclk = 13 and sid = 11) and pin 10 must be
// an output. This is much faster - also required if you want
// to use the microSD card (see the image drawing example)
Adafruit_ST7735 tft = Adafruit_ST7735(TFT_CS, TFT_DC, TFT_RST);

// Option 2: use any pins but a little slower!
#define TFT_SCLK 13   // set these to be whatever pins you like!
#define TFT_MOSI 11   // set these to be whatever pins you like!
//Adafruit_ST7735 tft = Adafruit_ST7735(TFT_CS, TFT_DC, TFT_MOSI, TFT_SCLK, TFT_RST);

#define SKIP_TICKS     1     // 1000 / 50fps

int xpos = 20;
// background
const unsigned int BCKGRDCOL = tft.Color565(138,235,244);
// bird
const unsigned int BIRDCOL = tft.Color565(255,254,174);
#define C0 BCKGRDCOL
#define C1 tft.Color565(195,165,75)
#define C2 BIRDCOL
#define C3 ST7735_WHITE
#define C4 ST7735_RED
#define C5 tft.Color565(251,216,114)
static unsigned int birdcol[] =
{ C0, C0, C1, C1, C1, C1, C1, C0,
  C0, C1, C2, C2, C2, C1, C3, C1,
  C0, C2, C2, C2, C2, C1, C3, C1,
  C1, C1, C1, C2, C2, C3, C1, C1,
  C1, C2, C2, C2, C2, C2, C4, C4,
  C1, C2, C2, C2, C1, C5, C4, C0,
  C0, C1, C2, C1, C5, C5, C5, C0,
  C0, C0, C1, C5, C5, C5, C0, C0};

void setup(void)

//  Serial.begin(9600);
//  Serial.print("Hello! ST7735 TFT Test");

  // Use this initializer if you're using a 1.8" TFT
  tft.initR(INITR_BLACKTAB);   // initialize a ST7735S chip, black tab

tft.setRotation( 3 );//1 means landspace and 0 portrait


void loop() 
  //variables for gameloop
  double delta, old_time, next_game_tick, current_time;
  next_game_tick = current_time = millis();
  int loops;
  while( 1 )

    loops = 0;
    while( millis() > next_game_tick && loops < MAX_FRAMESKIP )



    drawPixel2( xpos, 20, 8, 8, birdcol);

//processing the ti[
      old_time = current_time;
      current_time = millis();
      delta = (current_time-old_time)/1000;

      next_game_tick += SKIP_TICKS;

 * this function show the pixels that compose the sprite
void drawPixel2( int x, int y, int w, int h, unsigned int *data)
  uint8_t mapIndex =0;
 for(int i=0;i < h;i++)
  for(int j=0;j < w;j++)
    tft.drawPixel( x + i , y + j, data[ mapIndex ] );
  }  //