That's pretty good! I like how the sliders keep their positions after you fire a shot, so that you can fire the same shot repeatedly. My game doesn't have that. Also, the AI isn't bad. It seems very accurate at times. You should make it so the AI's shots gradually get closer and closer to the player, the same way that a human plays the game.
I was gonna suggest using the distance formula (aka Pythagorean theorem) but Connors just barely beat me to it. I wrote a method for this which uses the SQRT and POW commands. Basically, call the method with the explosion XY coordinates and the tank XY coordinates as arguments. The method returns the calculated distance. If the distance is less than or equal to the explosion radius, it's a hit. You can also make the amount of damage proportionate to the distance: closer = more damaging.