Except for one line of code from the tile API it only uses block coding.
http://www.stencyl.com/game/play/23140
Would that be what finds the corners of each tile? I have a fairly good idea of how this works; you are SHADOW CASTING
.
But anyways, I really like this behavior. I might try to use this as a 2D model (or inspiration) for my 3D engine (which used to be in Stencyl, but I recently started using C++/OpenGL, which helps frame rate. It functions entirely by drawing polygons
) . Since I know how to darken a polygon based on mathematical coloring, I can have "tile" (well, in 3D, you call them blocks) based shading, where I can even make the light die out the further you get from its source. I have a bit more work to do before I can add this to my stuff, but I am excited.
I guess the next thing for you to do with this behavior would be permitting multiple light sources, although something that major would probably rewrite lots of code.