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let img
let TotalTime
let SavedTime
function preload() {
img = loadImage('test.png')
}
function setup() {
createCanvas(500, 600);
image(img,0,0)
savedTime = millis() / 1000;
}
function draw() {
let passedTime = millis() / 1000 - savedTime;
//user can change their input below, which is currently set to 2s
if (passedTime > 1) {
noStroke()
fill(60);
let s = 2;
rect(random(width), random(height), s, s);
}
}