--PlayersHealth = 100
local Move = 2.2
function love.update(dt)
World:update(dt)
----------------------------------------------------------------------------------
--movement
----------------------------------------------------------------------------------
--left
if love.keyboard.isDown("a") or love.keyboard.isDown("left") then
Players_x = Players_x - Move
end
--right
if love.keyboard.isDown("d") or love.keyboard.isDown("right")then
Players_x = Players_x + Move
end
--up
if love.keyboard.isDown("w") or love.keyboard.isDown("up")then
Players_y = Players_y - Move
end
--down
if love.keyboard.isDown("s") or love.keyboard.isDown("down")then
Players_y = Players_y + Move
end
-----------------------------------------------------------------------------------
--Health
-----------------------------------------------------------------------------------
end
You don't see the results of the physics simulation because you don't use its results to draw the character. A very simple way to change that is to get the position of the player body and use it to draw the player image.
Now it still won't move much because you don't exert any forces on the player body. You can do something like this in your movement code, but that is just a very simple example again.
PlayerB:applyLinearImpulse(50, 0) -- Pushes body to the right.
The wiki warns that love.physics may not be the best thing for a very simple platformer. I'm sure Box2D can be configured in some way to give you the results you want, but you'll need a very good understanding of how everything works.
I fumbled a bit with the numbers and managed to make the guy move. I changed gravity from 500 to 10, and the force applied from 750 to 2000. He still didn't jump, though.