     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);

    }
  }

  if (step == 0 && phase == PHASE_GAME && curTime - moveTime >= 20)
  {
    moveTime = curTime;  


      for (int i = 0 ; i < wave ; ++i)
        if (invaderType[i])
          haveInvaders = true;
      if (!haveInvaders && !waveInvaders && phase == PHASE_GAME)
      {
        phase = PHASE_NEXT_WAVE;
        ++wave;
        invaderType[wave - 1] = 0;
        waveInvaders = wave * 10;
        // Impossible mission
        if (wave == MAX_WAVE)
          waveInvaders = 9999;
        phaseTime = curTime;
      }
      
      // kill cannon
