     func updateLocation() {
         self.isLocationUpdated = false  //进入本方法后，默认没有位置刷新，如果有，设为true继续循环
         switch level {
-        case 0: //第一关，静态
+        case 1: //第一关，静态
             self.isLocationUpdated = false
             break
-        case 1:  //垂直下落
+        case 0:  //垂直下落
             for i in self.nodesofGame {
                 let node = i as! SKSpriteNode
                 let p1 = node.position
                 if p1.y > 115 {
                     let p2 = CGPoint(x: p1.x, y: p1.y - 31)
                     if nodes(at: p2).count == 0 {
-                        node.removeFromParent()
                         node.position = p2
-                        addChild(node)
                         self.isLocationUpdated = true
                     }
                 }

                    if p1.y <= 239 {
                        let p2 = CGPoint(x: p1.x, y: p1.y - 31)
                        if nodes(at: p2).count == 0 {
                            node.removeFromParent()
                            node.position = p2
                            addChild(node)
                            self.isLocationUpdated = true
                        }
                    }else{
                        let p2 = CGPoint(x: p1.x, y: p1.y + 31)
                        if nodes(at: p2).count == 0 {
                            node.removeFromParent()
                            node.position = p2
                            addChild(node)
                            self.isLocationUpdated = true
                        }
                    }

    
    override func didMove(to view: SKView) {
        self.newLevel()
        let btn = UIButton.init(type: UIButtonType.custom)
        btn.frame = CGRect(x: 200, y: 150, width: 80, height: 30)
        btn.backgroundColor = SKColor.white
        btn.setTitleColor(SKColor.black, for: UIControlState.normal)
        btn.setTitle("重置", for: UIControlState.normal)
        
        btn.addTarget(self, action: #selector(reloadlocation), for: UIControlEvents.touchUpInside)
        self.view?.addSubview(btn)

        
        
        
    }
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        if !canclick {
