     sprite_render(&life, LIFE_X + (lifeWidth + 1) * i, LIFE_Y, buf, y, GREEN);
 
   // draw wave
-  if (phase == PHASE_GAME)
+  if (phase == PHASE_GAME || phase == PHASE_NEXT_WAVE)
   {
     sprite_render(&waveSprite, WAVE_X, WAVE_Y, buf, y, CYAN);
     render_digits(wave, 2, WAVE_X + 1 + sprite_width(&waveSprite), WAVE_Y, buf, y, WHITE);

      shootY[i] = -1;
  }

  if (step == 0 && phase == PHASE_GAMEOVER && curTime - phaseTime > 3000)
  {
    phase = PHASE_LOGO;

  }
  
  // draw cannon
  if (lives && phase == PHASE_GAME || phase == PHASE_NEXT_WAVE)
    sprite_render(&cannon, cannonX, cannonY, buf, y, GREEN);

  // draw shoots
  if (phase == PHASE_GAME || phase == PHASE_NEXT_WAVE)
    for (int i = 0 ; i < SHOOTS ; ++i)
    {
      if (shootY[i] >= 0)
