(LibGdx) Sprite not rendering on Box2D body

I’m trying to get the Image I have to appear on the box so I can try to scale it. When I call

.setUserData(Sprite);

It doesn’t work. Excuse any random crap, I tried to cut out any other code I was working on.

MyGdxGame Class

public class MyGdxGame extends Game {
	
	@SuppressWarnings("unused")
	private TestScreenA GameScreen;
	
	@Override
	public void create () {
		//loads image
		AssetLoaderTest.load("testImgs/pinkieflie.png");
		AssetLoaderTest.loadTile("testImgs/Colors tile.png");
		AssetLoaderTest.loadAnimation("testImgs/loadingsheet.png");
		AssetLoaderTest.loadSound("testSounds/Peetiay - Overworld (Theme from Super Mario) (promodj.com).mp3");
		AssetLoaderTest.loadFont("testFonts/ARHERMANN.TTF",80 ,Color.PINK);
		GameScreen = new TestScreenA(this);

		
	}
	
	@Override
	public void render () {
		GameScreen.render(0);
		
		
	}
}

Screen Class

public class TestScreenA implements Screen{
	
	private MyGdxGame game;
	
	//Camera 
	private OrthographicCamera camera;
	
	//images etc.
	private SpriteBatch batch;
	
	
	int a = 100, b = 100;
	
	
	Vector3 touch;
	
	//Box2D
	private World world;
	private Box2DDebugRenderer b2dr;
	private Body bd;
	
	
	public TestScreenA(MyGdxGame game) {
		this.game = game;
		//Camera
		camera = new OrthographicCamera();
		camera.setToOrtho(true, 1920, 1080);
		batch = new SpriteBatch();
		
		
		//Box 2d
		//CREATE WORLD
		world = new World(new Vector2(0, 100f), true);
		b2dr = new Box2DDebugRenderer();
		
		
		
		BodyDef bdef2 = new BodyDef();
		bdef2.position.set(165 , 100 );
		bdef2.type = BodyType.DynamicBody;
		bd = world.createBody(bdef2);
		
		PolygonShape shape2 = new PolygonShape();
		shape2.setAsBox(5, 5 );
		FixtureDef fdef2 = new FixtureDef();
		fdef2.shape = shape2;
		fdef2.restitution = 1f;
		bd.createFixture(fdef2);
		
		
		
		
		// create platform
		BodyDef bdef = new BodyDef();
		bdef.position.set(160 , 120 );
		bdef.type = BodyType.StaticBody;
		Body body = world.createBody(bdef);
		

		//WHERE I TRY TO GIVE THE BOX AN IMAGE
		body.setUserData(AssetLoaderTest.s);
		

		PolygonShape shape = new PolygonShape();
		shape.setAsBox(50, 5 );
		FixtureDef fdef = new FixtureDef();
		fdef.shape = shape;
		body.createFixture(fdef);
		
		//platform 2
		bdef.position.set(160 , 280 );
		bdef.type = BodyType.StaticBody;
		body = world.createBody(bdef);
		
		shape.setAsBox(5 , 5);
		fdef.shape = shape;
		body.createFixture(fdef);
		
		//platform 3
		bdef.position.set(200 , 380 );
		bdef.type = BodyType.StaticBody;
		body = world.createBody(bdef);
		
		shape.setAsBox(100 , 5);
		fdef.shape = shape;
		body.createFixture(fdef);
		
		//platform 4
		bdef.position.set(100 , 500);
		bdef.type = BodyType.StaticBody;
		body = world.createBody(bdef);
		
		shape.setAsBox(80 , 5);
		fdef.shape = shape;
		body.createFixture(fdef);
		
		//platform 4
		bdef.position.set(0 , 0);
		bdef.type = BodyType.StaticBody;
		body = world.createBody(bdef);
		
		shape.setAsBox(2 , 500);
		fdef.shape = shape;
		body.createFixture(fdef);
		
		// create falling box
		bdef.position.set(160 , 200 );
		bdef.type = BodyType.DynamicBody;
		body = world.createBody(bdef);
		
		shape.setAsBox(5 , 5);
		fdef.shape = shape;
		fdef.restitution = 3;
		fdef.density = 40;
		body.createFixture(fdef);
		
		
		//falling box 2
		bdef.position.set(180 , 200 );
		bdef.type = BodyType.DynamicBody;
		body = world.createBody(bdef);
		
		shape.setAsBox(5 , 5);
		fdef.shape = shape;
		fdef.restitution = 5;
		fdef.density = 90;
		body.createFixture(fdef);
		
	}
	
	
	public void render(float delta) {
		//clears the screen with white
		Gdx.gl.glClearColor(1F, 1F, 1F, 1F);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
		
		camera.update();
		batch.setProjectionMatrix(camera.combined);
		
		update(delta);
		
		
		
		
		world.step(1.f/60.f, 6, 3);
				
		batch.begin();
		
		b2dr.render(world, camera.combined);
		
		
		batch.end();
	}

	public void update(float delta) {			
		
	}
	
	public void resize(int width, int height) {
		
	}

	//first thing that happens before game starts pretty much
	public void show() {
		
		
		
	}

	
	public void hide() {
		
	}

	
	public void pause() {
		
	}

	
	public void resume() {
		
	}

	
	public void dispose() {
		
	}

}

AssetLoaderTest Class

public class AssetLoaderTest {
	
	//Images etc.
		
	public static Texture t;
	public static Sprite s;
	
	//Tile Sheet
	static Texture sSheet;
	static Sprite blueTile;
	static Sprite yellowTile;
	
	//Animation
	static Texture sheet;
	static TextureRegion[] sheetFrames;
	static TextureRegion currentFrame;
	static Animation sheetAnim;
	
	
	//Sound
	static Sound marioTheme;
	
	
	//Fonts (you can get a font by C: > windows > fonts)
	static BitmapFont font;
	
	static void load(String assetPath) {
		
		t = new Texture(Gdx.files.internal(assetPath));
		//Automatically scales texture based off of window size
		t.setFilter(TextureFilter.Linear, TextureFilter.Linear);
		//a sprite is pretty much the body and the texture is the texture or image of it
		s = new Sprite(t);
		s.flip(false, true);
		
	}
	
	static void loadTile(String assetPath) {
		
		sSheet = new Texture(assetPath);
		
		blueTile = new Sprite(sSheet, 0, 0, 16, 16);
		yellowTile = new Sprite(sSheet, 16, 0, 16, 16); //add 16 since they're 16 bit
		//don't need to flip. Maybe cuz you can't tell if it's flipped
		
	}
	
	static void loadAnimation(String assetPath) {
		
		sheet = new Texture(Gdx.files.internal(assetPath));//sprite sheet and sprite dimaensions down there
		TextureRegion[][] temp = TextureRegion.split(sheet, 16, 16);
		//images in our frame
		sheetFrames = new TextureRegion[12];
		
		int index = 0;
		//3 is amout of rows 4 is cols
		for (int a = 0; a < 3; a++) {
			
			for (int b = 0; b < 4; b++) {
				
				sheetFrames[index++] = temp[a][b];
				
			}
		}
		
		//12 is number of images
		for (int a = 0; a < 12; a++) {
			
			sheetFrames[a].flip(false, true);
		}
		//0.2f is the time
		sheetAnim = new Animation(0.1f, sheetFrames);
		
	}

	
	static void loadSound(String assetPath) {
		
		marioTheme = Gdx.audio.newSound(Gdx.files.internal(assetPath));
		
	}

	@SuppressWarnings("deprecation")
	static void loadFont(String assetPath, int fontSize,Color fontColor) {
		FreeTypeFontGenerator gen = new FreeTypeFontGenerator(Gdx.files.internal(assetPath));
		//@param size
		font = gen.generateFont(fontSize);
		font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
		font.setColor(fontColor);
		//@Param flips font
		font.setScale(1, -1);
		
	}

}

I can render them the images with batch.draw(); but I can’t draw it on the box.