Transform does not exist in current context

My code is meant to allow a character to move in all directions rotate and jump when it is touching the ground but why does it say transform does not exit in current context. When i used this code before it work just fine but why not now

`
using UnityEngine;
using System.Collections;
public class CharacterMove : MonoBehaviour {
public float MoveSpeed;
public float JumpHeight;
public float RotationSpeed;
public bool IsGrounded;
public float HitDistance;
public LayerMask Layer;
public void UpdateStats(){

	if (IsGrounded)
		HitDistance = 1f;
	else
		HitDistance = 0.5f;

	if (Physics.Raycast (transfrom.position-new Vector3 (0.1f,0.1f,0.1f), -transform.up, HitDistance, Layer))
		IsGrounded = true;
	else 
		IsGrounded = false;
}

public void FixedUpdate(){
	float XMOVE = Input.GetAxis ("Horizontal");
	float YMOVE = Input.GetAxis ("Vertical");
	float Turn = Input.GetAxis ("Mouse X");
	transform.Translate (new Vector3 (-YMOVE, 0, XMOVE) * MoveSpeed * Time.deltaTime);
	transform.Rotate (new Vector3 (0, Turn, 0) * RotationSpeed * Time.deltaTime);
	if (Input.GetKeyDown (KeyCode.Space) && (IsGrounded == true)) {
		GetComponent<Rigidbody> ().AddForce (new Vector3 (-YMOVE, JumpHeight, XMOVE) * (MoveSpeed), ForceMode.Impulse);
	}
		

}

}`

using System.Collections;
using UnityEngine;
using System;
public class CharacterMove : MonoBehaviour {
public float MoveSpeed;
public float JumpHeight;
public float RotationSpeed;
public bool IsGrounded;
public float HitDistance;
public LayerMask Layer;
public void UpdateStats(){

		if (IsGrounded)
			HitDistance = 1f;
		else
			HitDistance = 0.5f;

		if (Physics.Raycast (transfrom.position-new Vector3 (0.1f,0.1f,0.1f), -transform.up, HitDistance, Layer))
			IsGrounded = true;
		else 
			IsGrounded = false;
	}

	public void FixedUpdate(){
		float XMOVE = Input.GetAxis ("Horizontal");
		float YMOVE = Input.GetAxis ("Vertical");
		float Turn = Input.GetAxis ("Mouse X");
		transform.Translate (new Vector3 (-YMOVE, 0, XMOVE) * MoveSpeed * Time.deltaTime);
		transform.Rotate (new Vector3 (0, Turn, 0) * RotationSpeed * Time.deltaTime);
		if (Input.GetKeyDown (KeyCode.Space) && (IsGrounded == true)) {
			GetComponent<Rigidbody> ().AddForce (new Vector3 (-YMOVE, JumpHeight, XMOVE) * (MoveSpeed), ForceMode.Impulse);
		}
			
	
	}


}