Why would two SKSprite objects that interact even though they don't touch?

My entire project is here www. warptv.com/DropSlot.zip
It's very sloppy and kludgy because I made it while I started to learn Swift.

In the code I make a pegHolder positioned at 10, 10
The pegHolder contains 6 slots,
and each slot holds a different color ball

The pegHolder is a child of GameScene
The slots are children of the pegHolder
and each ball is a child of itsslot

Then I create a barrier on the left side of the screen that runs up and down on an X axis of 5 (although in the end I want it at -1.

For some reason at setup, the red ball is thrown on the other side of the barrier. I can grab it and pull it back, but it shouldn't start being thrown off the screen.

Oddly enough I never register a collision, so it must be something else throwing the ball over. When I tried it with the barrier at the bottom of the screen, the same thing happened.

Any thoughts would be appreciated.
I should add that the barrier I create in my code is using PathDraw and SKPhysicsBody(edgeLoopFrom:). However if replace that with an SKSpriteNode with SKPhysicsBody(rectangleOf:) 

So I have a work around. But for better understanding I would like to know is, what is it with Path and edgeLoopFrom that is so different?
Why would two SKSprite objects that interact even though they don't touch?
 
 
Q