/*!
 * \fn void showShootTrace()
 * \brief Affiche l'animation de la trace du shoot sur l'ecran de jeu
         * \return
 */
 public virtual void showShootTrace()
 {
     List<double> shootList = App.wrapper.getLastShootTrace();
     Storyboard sb = new Storyboard();
     for (int i = 0; i+2 < shootList.Count;)
     {
         LineGeometry l = new LineGeometry();
         double x1 = shootList[i] * sqLong;
         i++;
         double y1 = shootList[i] * sqHaut;
         i++;
         double x2 = shootList[i] * sqLong;
         double y2 = shootList[i + 1] * sqHaut;
         l.StartPoint = new Point(x1,y1);
         l.EndPoint = new Point(x1, y1);
         Point realEndPoint = new Point(x2, y2);
         PointAnimation pointAnim = new PointAnimation();
         PointAnimation pointAnim2 = new PointAnimation();
         pointAnim.From = l.StartPoint;
         pointAnim2.From = l.StartPoint;
         pointAnim.To = realEndPoint;
         pointAnim2.To = realEndPoint;
         pointAnim.Duration = TimeSpan.FromMilliseconds(100);
         pointAnim2.Duration = TimeSpan.FromMilliseconds(300);
         pointAnim.BeginTime = TimeSpan.FromMilliseconds(i*100 - 100);
         pointAnim2.BeginTime = TimeSpan.FromMilliseconds(i * 100);
         l.BeginAnimation(LineGeometry.EndPointProperty, pointAnim);
         l.BeginAnimation(LineGeometry.StartPointProperty, pointAnim2);
         Path myPath = new Path();
         myPath.StrokeThickness = 2;
         myPath.Stroke = System.Windows.Media.Brushes.Cyan;
         myPath.Data = l;
         gridGame2.Children.Add(myPath);
     }
 }