mygame.draw = function() {
  if (!mygame.targets.mesh) {
    const geometry = new THREE.SphereGeometry(20, 10, 10);
    const material = new THREE.MeshBasicMaterial({color: 0x00FF00, wireframe: true});
    const mesh = new THREE.Mesh(geometry, material);
    const posx = (Math.random() * 1800) - 900;
    const posz = (Math.random() * 1800) - 900;
    mesh.position.set(posx, 30, posz);
    mygame.scene.add(mesh);

    mygame.targets.mesh = mesh;
    mygame.targets.edges[0] = posx - 30;
    mygame.targets.edges[1] = posx + 30;
    mygame.targets.edges[2] = posz - 30;
    mygame.targets.edges[3] = posz + 30;
  } else {
    mygame.targets.mesh.rotation.y += 0.02;
  }
  mygame.renderer.render(mygame.scene, mygame.camera);
};