Ball jumping mechanic, scrip errors.

okay so i have done movement and i need to get my jumping script done but there are some errors that just keep coming up no matter how i try fixing it.

script:

#pragma strict
//variables for ball

var RotationSpeed = 1000;
var JumpHeight = 10;

private var isFalling = false;

function Update () 
{
	//handles ball rotation = left or right
	 var Rotation : float = Input.GetAxis ("Horizontal") * RotationSpeed;
	 Rotation *= Time.deltaTime;
	rigidbody.AddRelativeTorque (Vector3.back * Rotation); // This applies to the rigidbody on the gameobject this script is attached to.

	//handles ball jumping
	if (Input.GetKeyDown(KeyCode.w) && isFalling == false)
	(
		Rigidbody.velocity.y = JumpHeight;
		isFalling = true;
	}
)

function onCollisionStay ()
(
	isFalling = false;
	)

errors:

Assets/BallControll.js(19,38): BCE0044: expecting ), found ‘=’.

Assets/BallControll.js(19,39): UCE0001: ‘;’ expected. Insert a semicolon at the end.

Assets/BallControll.js(22,1): BCE0044: expecting EOF, found ‘)’.

and here is a screenshot just to give you an idea on how this game is supposed to work.

[31284-screenshot+2014-08-21+11.55.22.png|31284]

Assets/BallControll.js(19,38): BCE0044: expecting ), found ‘=’.

Assets/BallControll.js(19,39): UCE0001: ‘;’ expected. Insert a semicolon at the end.

Assets/BallControll.js(22,1): BCE0044: expecting EOF, found ‘)’.

This gives you the exact line and character that is the problem. You’ve used a normal brackets many times instead of curly brackets “{”

Try using this Javascript:

var rotationSpeed = 100;
var jumpHeight = 8;

var distToGround : float;

function Start () {
	// Getting the distance from the center to the ground.
	distToGround = collider.bounds.extents.y;
}

function Update ()
{
	//Handle ball rotation.
	var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
	rotation *= Time.deltaTime;
	rigidbody.AddRelativeTorque (Vector3.back * rotation);
	
	if (Input.GetKeyDown(KeyCode.Space) && IsGrounded ())
	{
		rigidbody.velocity.y = jumpHeight;
	}
}

function IsGrounded () : boolean { //Check if we are on the ground. Return true if we are else return null.
	return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1);
}