In addition, the very basis of the tile-entity system I set up is critcally flawed. Creating sprites per tile seems like a good idea as it allows for easy level editing. The issue is it is very hard to program logic for sprite position coordination between multiple classes when you are running on too few hours of sleep and have been staring at a screen for 8 hours trying to finish a project before its due. This results in several weird graphical issues where sprites in the background overlap forground elements.
The most annoying issue I ran into was level creation - all 3 of the levels were created within 24 hours of the deadline. This lead to a broken victory condition being present at the end of the second level which makes getting to the third level impossible. Fortunately if you are on Processing 3 you can still access the level in all of its raycasting glory by going into the sandbox mode and loading the level (pressing 'l') "mushroomfull".