A couple of different methods of rendering light that I was messing around with. First sprite iterates through positions from the top left of the reachable area (using trig). Second sprite uses ray tracing to draw out the light, making collisions easier (also uses trig, but only to change the brightness levels). Next step will be to add light scattering, refraction/reflection. Still not sure why the ray tracing algorithm is displaying the light as a square rather than a circle, but there's lots of messy code to clear up first. At some point I might move onto 3D rendering