We need another manager class that will take care of switching the scenes. However, the code depends on the other scenes and, therefore, we are going to create the classes for the scenes first.
A typical splash scene shows a logo of the game maker. Sometimes, it also shows copyrights and can be split into multiple screens when there is a need to show multiple logos—typically the game author, the publisher, and sometimes the engine logo.
We are going to use the AndEngine logo. It is included in the source code of this chapter.

Because we are using another resource, we need to update our ResourceManager
class. This time, we are going to create a method for both loading and unloading the splash image.
Note
In games that require a lot of resources, the graphics that are no longer used should be unloaded to prevent out of memory errors.
The following is the new code that we need to add:
// splash graphics public ITextureRegion splashTextureRegion...