Character keeps jumping without pressing the spacebar

Character keeps jumping without pressing the spacebar
i’m using unity c# please help!

my code:

using UnityEngine;
using System.Collections;

public class smileycontroller : MonoBehaviour
{


    public float maxspeed = 10f;
    bool facingRight = true;

    Animator anim;
    SpriteRenderer sr;

    public bool Left_right { get; private set; }
    bool grounded = false;
    public Transform groundCheck;
    float groundRadius = 0.2f;
    public LayerMask whatIsGround;
    float jumpTime, jumpDelay = .5f;
    bool jumped;


    void Start()
    {
        anim = GetComponent<Animator>();
        sr = this.GetComponent<SpriteRenderer>();
    }

    void FixedUpdate()
    {
        grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
        anim.SetBool("Ground", grounded);


        float move = Input.GetAxis("Horizontal");


        if (Input.GetKeyDown(KeyCode.Space) && grounded)
            GetComponent<Rigidbody2D>().AddForce(transform.up * 700f);
        anim.SetTrigger("Jump");
        jumpTime = jumpDelay;
        {
            jumpTime -= Time.deltaTime;
            if (jumpTime <= 0 && grounded)

                anim.SetTrigger("Land");
            
        }

        anim.SetFloat("speed", Mathf.Abs(move));

        GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxspeed, GetComponent<Rigidbody2D>().velocity.y);

        if (move > 0 && !facingRight)
            Flip();
        else if (move < 0 && facingRight)
            Flip();
    }

    void Flip()
    {
        facingRight = !facingRight;
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        Left_right = !Left_right;
        sr.flipX = !sr.flipX;
    }
}

Your if for the jump trigger is wrong. You should also not do Input checks in the FixedUpdate(), move that code to the Update() as that one (like the Input…Down()) is working on a per frame basis:

     if (Input.GetKeyDown(KeyCode.Space) && grounded) {
         GetComponent<Rigidbody2D>().AddForce(transform.up * 700f);
         anim.SetTrigger("Jump");
         jumpTime = jumpDelay;
     }
     if (jumpTime > 0) {
         jumpTime -= Time.deltaTime;
         if (jumpTime <= 0 && grounded)
             anim.SetTrigger("Land");
     }

i dont know its like 2 parameter 1 for land and 1 for jump
but thanks for your help anyway.

is there Another way or codes to do the jumping thing? thanks