title: Scaling an image with LibGDX SpriteBatches
body: <p>I have my image (for the sake of explaining, lets call it <code>Image.png</code>) and I'm trying to get it to scale to properly fit in my Bodies I have drawn. The bodies and everything work with the debug but I'm not a fan of it.. I'm using a <code>SpriteBatch</code> to draw the background image onto the screen(it would be nice to scale that too). How would I scale<code>Image.png</code> to the same size/position as a Dynamic body that has been rendered?  </p>
  
  <p><strong>EDIT:</strong>
  While drawing the images, I cant get them to match up with the debug render Bodies.. </p>
  
  <p>Creating Body:</p>
  
  <pre><code>                BodyDef bodydef2 = new BodyDef();  
                  bodydef2.type = BodyType.DynamicBody;  
                  bodydef2.position.set(camera.viewportWidth + 30.0f, (int)(Math.random()*camera.viewportHeight)%(LastPlatformY+5)+20);  
                  //System.out.println(bodydef2.position.y + " " + LastPlatformY);
                  Body block = world.createBody(bodydef2);  
                  PolygonShape Shape2 = new PolygonShape();  
                  Shape2.setAsBox(750*WORLD_TO_BOX, 200*WORLD_TO_BOX);  
                  FixtureDef fixtureDef2 = new FixtureDef();  
                  fixtureDef2.shape = Shape2;  
                  fixtureDef2.density = 1000.0f; 
                  fixtureDef2.friction = 0.0f;  
                  fixtureDef2.restitution = 0; 
                  block.setLinearVelocity(new Vector2((float) (Platform_Velocity*-1), 0));
                  block.createFixture(fixtureDef2); 
                  //Lock 'block' to X-Axis, Relative to floor.
                  PrismaticJointDef jointDef = new PrismaticJointDef();
                  jointDef.collideConnected = true;
                  jointDef.initialize(block, groundBody, block.getWorldCenter(), new Vector2(1, 0)); 
                  world.createJoint(jointDef);
                  Platforms.add(block);
                  Platforms_Created++;
                  LastPlatformY = (int)bodydef2.position.y;
  </code></pre>
  
  <p>Drawing Image:</p>
  
  <pre><code>sp.draw(platforms, (float)(Platforms.get(i).getPosition().x), (float)(Platforms.get(i).getPosition().y), 75,20);
  </code></pre>
  
  <p><strong>EDIT #2:</strong> 
  turns out that if your camera is smaller than the size of your screen you have to do some compensation to account for that variation in positions.. Problem solved, thanks!</p>