Thanks. I should've explained myself better though.
Currently, I have two options (that I know about):
1) I can draw my light-sprites on a black background, then blend the foreground on top, so the dark parts of the screen is still dark.
The problem with this, is that the foreground consists of many layered sprites (a tilemap, in a single batch, using OrderedGroups), and I don't know whether they'll overlap, or hit the "background" directly.
2) I can draw my light-sprites on top of the foreground, blending it so it darkens out the non-lit parts.
The problem I'm having with this solution, is that I can't figure out how to dark out all the parts outside of the light-sprites.
In both cases, I'm assuming that the solution to my problem would be to merge either the foreground or the lights, (respectively to solve either 1 or 2), into a single world-sized image before blending it onto the other.
So, essentially, I'd like to draw my game, then "darken out" the inverse of a group of sprites.
It might be that there's some blending-setup that will just magically solve this problem. I just can't seem to figure out what that might be.