In the org.andengine.entity.scene.Scene class, there's a reset() method, which is what I assume you're referring to when you say
I tried pGameModeSceneto.reset(); but it won't work.
All that method does is the following:
@Override
public void reset() {
super.reset();
this.clearChildScene();
}
Your scenes (i assume) are extending Scene. So when you call reset() on them, all you're doing is initializing the parent-level information and up-the-tree from there via the super.reset() call. (Scene extends Entity.) None of the private fields that you create and set in your scene would be affected by this. To get the behavior you want, override the reset() method in your individual scene classes. Make sure to call super.reset() at the start of them and add initializing information, i.e., whatever your "empty" scene should look like. Something like this:
@Override
public void reset() {
super.reset();
myLocalInt = 0;
myLocalFancyPantsObject = null;
}