allows the music player to repeat the music once it has ended . concode_field_sep boolean highScore concode_elem_sep long lastEnemyGenTime concode_elem_sep long enemiesGenerated concode_elem_sep ReentrantReadWriteLock lck concode_elem_sep LinkedList<Buff> buffs concode_elem_sep long enemyFrequency concode_elem_sep boolean stageOne concode_elem_sep boolean musicSet concode_elem_sep long lastBulletGenTime concode_elem_sep boolean stageTwo concode_elem_sep boolean running concode_elem_sep long lastBuffGenTime concode_elem_sep long bulletGenSpeed concode_elem_sep Thread updateThread concode_elem_sep boolean stageThree concode_elem_sep LinkedList<Bullet> bullets concode_elem_sep Ship ship concode_elem_sep LinkedList<Enemy> enemies concode_elem_sep boolean musicSet2 concode_elem_sep BasicPlayer player concode_field_sep void createBullets concode_elem_sep void moveBullets concode_elem_sep void setMusic concode_elem_sep void init concode_elem_sep void removeBullets concode_elem_sep void generateEnemies concode_elem_sep void start concode_elem_sep void update concode_elem_sep void run concode_elem_sep void moveEnemies concode_elem_sep void deadTrigger concode_elem_sep void playMusic concode_elem_sep void removeEnemies concode_elem_sep void checkCollisions concode_elem_sep void checkBulletsWithEnemies concode_elem_sep void stop concode_elem_sep void checkEnemiesWithShip concode_elem_sep void generateBuffs concode_elem_sep void toggleMusic concode_elem_sep void checkBulletsWithShip concode_elem_sep void removeShip concode_elem_sep void controlShip concode_elem_sep void checkBuffsWithShip concode_elem_sep void showBasics
void function ( ) { if ( player . getStatus ( ) == 2 ) { try { player . play ( ) ; } catch ( BasicPlayerException loc0 ) { loc0 . printStackTrace ( ) ; } } }