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I would make an object that acts as a Light Manager. Define all your light types and their parameters in an 2 dimensional array. Then have the light manager destroys lights that are not in use and create lights if not already created for the player. The array gives the light manager what lights to to create and gives them their parameters. You could use a priority que to hold lights that are created and prioritiezed either by how far or near they are to the player. Then pull the id's from the que to know which ones to destroy if they are {X} amount of distance away from player. The 8 lights available should give you good coverage and not look as if things are blinking on and off if you design the level properly.