关于python:期末前端web大作业用前端语言写一个小游戏

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juese = function() {
this.status = “running”;
this.runningCycle = 0;
this.mesh = new THREE.Group();
this.body = new THREE.Group();
this.mesh.add(this.body);
var torsoGeom = new THREE.CubeGeometry(7, 7, 10, 1);
this.torso = new THREE.Mesh(torsoGeom, brownMat);
this.torso.position.z = 0;
this.torso.position.y = 7;
this.torso.castShadow = true;
this.body.add(this.torso);
var pantsGeom = new THREE.CubeGeometry(9, 9, 5, 1);
this.pants = new THREE.Mesh(pantsGeom, whiteMat);
this.pants.position.z = -3;
this.pants.position.y = 0;
this.pants.castShadow = true;
this.torso.add(this.pants);
var tailGeom = new THREE.CubeGeometry(3, 3, 3, 1);
tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,-2));
this.tail = new THREE.Mesh(tailGeom, lightBrownMat);
this.tail.position.z = -4;
this.tail.position.y = 5;
this.tail.castShadow = true;
this.torso.add(this.tail);
this.torso.rotation.x = -Math.PI/8;
var headGeom = new THREE.CubeGeometry(10, 10, 13, 1);
headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7.5));
this.head = new THREE.Mesh(headGeom, brownMat);
this.head.position.z = 2;
this.head.position.y = 11;
this.head.castShadow = true;
this.body.add(this.head);
var cheekGeom = new THREE.CubeGeometry(1, 4, 4, 1);
this.cheekR = new THREE.Mesh(cheekGeom, pinkMat);
this.cheekR.position.x = -5;
this.cheekR.position.z = 7;
this.cheekR.position.y = -2.5;
this.cheekR.castShadow = true;
this.head.add(this.cheekR);
this.cheekL = this.cheekR.clone();
this.cheekL.position.x = – this.cheekR.position.x;
this.head.add(this.cheekL);
var noseGeom = new THREE.CubeGeometry(6, 6, 3, 1);
this.nose = new THREE.Mesh(noseGeom, lightBrownMat);
this.nose.position.z = 13.5;
this.nose.position.y = 2.6;
this.nose.castShadow = true;
this.head.add(this.nose);
var mouthGeom = new THREE.CubeGeometry(4, 2, 4, 1);
mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,3));
mouthGeom.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/12));
this.mouth = new THREE.Mesh(mouthGeom, brownMat);
this.mouth.position.z = 8;
this.mouth.position.y = -4;
this.mouth.castShadow = true;
this.head.add(this.mouth);
var pawFGeom = new THREE.CubeGeometry(3,3,3, 1);
this.pawFR = new THREE.Mesh(pawFGeom, lightBrownMat);
this.pawFR.position.x = -2;
this.pawFR.position.z = 6;
this.pawFR.position.y = 1.5;
this.pawFR.castShadow = true;
this.body.add(this.pawFR);
this.pawFL = this.pawFR.clone();
this.pawFL.position.x = – this.pawFR.position.x;
this.pawFL.castShadow = true;
this.body.add(this.pawFL);
var pawBGeom = new THREE.CubeGeometry(3,3,6, 1);
this.pawBL = new THREE.Mesh(pawBGeom, lightBrownMat);
this.pawBL.position.y = 1.5;
this.pawBL.position.z = 0;
this.pawBL.position.x = 5;
this.pawBL.castShadow = true;
this.body.add(this.pawBL);
this.pawBR = this.pawBL.clone();
this.pawBR.position.x = – this.pawBL.position.x;
this.pawBR.castShadow = true;
this.body.add(this.pawBR);
var earGeom = new THREE.CubeGeometry(7, 18, 2, 1);
earGeom.vertices[6].x+=2;
earGeom.vertices[6].z+=.5;
earGeom.vertices[7].x+=2;
earGeom.vertices[7].z-=.5;
earGeom.vertices[2].x-=2;
earGeom.vertices[2].z-=.5;
earGeom.vertices[3].x-=2;
earGeom.vertices[3].z+=.5;
earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,9,0));
this.earL = new THREE.Mesh(earGeom, brownMat);
this.earL.position.x = 2;
this.earL.position.z = 2.5;
this.earL.position.y = 5;
this.earL.rotation.z = -Math.PI/12;
this.earL.castShadow = true;
this.head.add(this.earL);
this.earR = this.earL.clone();
this.earR.position.x = -this.earL.position.x;
this.earR.rotation.z = -this.earL.rotation.z;
this.earR.castShadow = true;
this.head.add(this.earR);
var eyeGeom = new THREE.CubeGeometry(2,4,4);
this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
this.eyeL.position.x = 5;
this.eyeL.position.z = 5.5;
this.eyeL.position.y = 2.9;
this.eyeL.castShadow = true;
this.head.add(this.eyeL);
var irisGeom = new THREE.CubeGeometry(.6,2,2);
this.iris = 黄金 new THREE.Mesh(irisGeom, blackMat);
this.iris.position.x = 1.2;
this.iris.position.y = 1;
this.iris.position.z = 1;
this.eyeL.add(this.iris);
this.eyeR = this.eyeL.clone();
this.eyeR.children[0].position.x = -this.iris.position.x;
this.eyeR.position.x = -this.eyeL.position.x;
this.head.add(this.eyeR);
this.body.traverse(function(object) {

if (object instanceof THREE.Mesh) {
  object.castShadow = true;
  object.receiveShadow = true;
}

});
}
function createjuese() {
juese = new juese();
juese.mesh.rotation.y = Math.PI/2;
scene.add(juese.mesh);
juese.nod();
}

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