2D Enemy patrol using javascript

I have a javascript code for enemy patrol that I translated from C#. I am not flagging any errors from it, but my enemy flips back and forward rapidly and does not patrol. basically using a linecast to detect the edge of a platform and flip once the edge is detected. any help would be awesome!

javascript code

#pragma strict

public var speed : float;
public var enemyMask : LayerMask;
private var myBody : Rigidbody2D;
private var myTrans : Transform;
private var myWidth : float;
private var lineCastPos : Vector2;
private var isGrounded : boolean;
private var currRot : Vector3;


function Start () {
	myTrans = this.transform;
	myBody = this.GetComponent(Rigidbody2D);
	myWidth = this.GetComponent(SpriteRenderer).bounds.extents.x;
}

function FixedUpdate () {

	var lineCastPos : Vector2 = myTrans.position - myTrans.right * myWidth;
	var isGrounded : boolean = Physics2D.Linecast (lineCastPos, lineCastPos + Vector2.down, enemyMask);
	if (!isGrounded) {
		currRot = myTrans.eulerAngles;
		currRot.y += 180;
		myTrans.eulerAngles = currRot;
		}

		var myVel : Vector2 = myBody.velocity;
		myVel.x = -myTrans.right.x * speed;
		myBody.velocity = myVel;
}

c# code

using UnityEngine;
using System.Collections;

public class Enemytest : MonoBehaviour {
	public float speed;
	public LayerMask enemyMask;
	Rigidbody2D myBody;
	Transform myTrans;
	float myWidth;

	// Use this for initialization
	void Start () {
		myTrans = this.transform;
		myBody = this.GetComponent<Rigidbody2D> ();
		myWidth = this.GetComponent<SpriteRenderer> ().bounds.extents.x;

	}
	
	// Update is called once per frame
	void FixedUpdate () {

		Vector2 lineCastPos = myTrans.position - myTrans.right * myWidth;
		bool isGrounded = Physics2D.Linecast (lineCastPos, lineCastPos + Vector2.down, enemyMask);

		if (!isGrounded) {
			Vector3 currRot = myTrans.eulerAngles;
			currRot.y += 180;
			myTrans.eulerAngles = currRot;
		}

		Vector2 myVel = myBody.velocity;
		myVel.x = -myTrans.right.x * speed;
		myBody.velocity = myVel;
	}
}

the C# code works perfectly

@Dthobbs

Try getting rid of the 2 extra private defines that you added

private var lineCastPos : Vector2;
private var isGrounded : boolean;