title: LIBGDX not rendering a sprite made by a class
body: <p>OK. Lets dive straight in.
  I'm using LibGdx to create a basic Tower Defense game but Im having some issues. I have my Screen class and I also have a class for a basic enemy. Here is the class for the enemy:</p>
  
  <pre><code>private int segment = 1;
  
  
  Texture img;
  public towerBasic(){
      img = new Texture("towerBasic.png");
      setTexture(img);
      setX(10);
      setY(10);
  }
  
  public void update(){
      if(segment == 1){
          System.out.println(getY());
          setY(getY()+1);
      }
  
  }
  </code></pre>
  
  <p>}</p>
  
  <p>It looks fine (to me.. please let me know if you see a error). Also the class name is "towerBasic". That was the sprite class I am trying to render. Here is the screen class (Map1) that I am trying to render it on:</p>
  
  <pre><code>private SpriteBatch batch;
  
  public Texture maptex;
  public Sprite map;
  
  public towerBasic tower;
  
  MainGame game;
  
  public Map1(MainGame game){
      this.game = game;
  
  }
  
  @Override
  public void show() {
      batch = new SpriteBatch();
  
      maptex = new Texture("map1.png");
  
      map = new Sprite(maptex);
  
      tower = new towerBasic();
  
  
  }
  
  @Override
  public void render(float delta) {
      tower.update();
      Gdx.gl.glClearColor(1, 1, 1, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  
      batch.begin();
      map.draw(batch);
      tower.draw(batch);
  
  
      batch.end();
  
  }
  </code></pre>
  
  <p>I run the launcher, the correct screen starts and renders the background image correctly, except the enemy is not being drawn... Any insights?</p>