I don't know why the platforms fall

hi, i have 3 problems.

  1. I want when the ball collides with the platform to score a point, try with

function platformImpact () {
score ++;
scoreText = this.add.text (16, 16, ‘score:’ + score, {fontSize: ‘32px’, fill: ‘# 8357eb’, fontFamily: ‘verdana, arial, sans-serif’});
}
this.physics.add.collider (player, platforms, platformImpact);

But it does not work

2)I have problems jumping

try with:
&& player.body.touching.down

but it doesn’t work either

Don’t know that when the ball falls on the platform, the platform falls along with the ball, how do I avoid it?

var config = {
  type: Phaser.AUTO,
  width: 800,
  height: 600,
  parent: 'container',
  physics: {
      default: 'arcade',
      arcade: { 
      debug: false
      }
  },
  scene: {
      preload: preload,
      create: create,
      update: update
  }
};
var game = new Phaser.Game(config);
var cursors;
var player;
var score = 0;
var scoreText;
var plataforms;
function preload (){
//----------------------pleyer-------------------//
this.load.image('ball', 'assets/Ball.png');
//----------------------Background-------------------//
this.load.image('background', 'assets/img/lofi-1.jpg');
//----------------------Audio-------------------//
this.load.audio('level-1','assets/audio/level-1.mp3');
//----------------------plataforms-------------------//
this.load.image('plataform','assets/plataform.png');
}
function create(){
//-----------------backgraund-------------//
this.add.image(400, 300, 'background').setDisplaySize(800, 600);
//--------------------Audio-------------------------------------//
//let audio = this.sound.add('level-1',{loop:true}); audio.play();
//-------------------- SCORE -------------------------------------//
function plataformImpact(){
score++;
scoreText=this.add.text(16, 16, 'score:'+ score,{ fontSize: '32px', fill: '#8357eb',fontFamily: 'verdana, arial, sans-serif'});
}
//--------------------  fisicas de la bola -------------------------------------//
player = this.physics.add.sprite(Phaser.Math.Between(0,600), 0, 'ball');
player.setDisplaySize(50,50);
player.setGravityY(17000);
player.body.setCollideWorldBounds(true);
player.setBounce(0.70);
//------------------ plataformas --------------//
plataforms = this.physics.add.sprite(Phaser.Math.Between(0,600), 0, 'plataform')
plataforms.setDisplaySize(200, 200);
plataforms.setVelocityY(100);
plataforms.setSize(80,8);
//------------------------ time loop ------------------//
timedEvent = this.time.addEvent({ delay: 1000, callback: createPlataforms, callbackScope: this, loop: true });
function createPlataforms(){
plataforms = this.physics.add.sprite(Phaser.Math.Between(0,600), 0, 'plataform');
plataforms.setDisplaySize(200, 200);
plataforms.setVelocityY(100); 
plataforms.setSize(80,8);
this.physics.add.collider(player,plataforms, plataformImpact);
plataforms.body.checkCollision.up = true;
plataforms.body.checkCollision.down = false;
plataforms.body.checkCollision.left = false;
plataforms.body.checkCollision.right = false;
}
//-------------------crear controles----------//
cursors = this.input.keyboard.createCursorKeys();
//----------------------- Colisiones -----------//
this.physics.add.collider(player,plataforms, plataformImpact);
this.physics.world.setBoundsCollision(true,true,true, false);
plataforms.body.checkCollision.up = true;
plataforms.body.checkCollision.down = false;
plataforms.body.checkCollision.left = false;
plataforms.body.checkCollision.right = false;
}
function update (){ 
//-----------------controles----------------//
player.setVelocity(0);
if (cursors.left.isDown){
player.setVelocityX(-500);
}
else if(cursors.right.isDown){
player.setVelocityX(500); 
}
if(cursors.space.isDown){
player.setVelocityY(-500);
}}

Game Demo:My Game

Helping you with .3

Add yourObject.body.immovable = true;

And if you want to remove gravity on your object add:
yourObject.body.allowGravity = false;

Thank you so much

Just throwing out an idea, try console.log(score) in the platformImpact function and seeing if it actually prints the score, and importantly if the function is even firing.