Hi
You have several options, I'd say that there are 2 that are quite common:
1) The easiest way (but not necessarily the best way) is to have a main game which is a WADE App, and each sub-game is its own App with its own html file. From each game you can use wade.loadPage(url) to load a new html file with a new game.
Pros: It's easy to manage your code with lots of small, independent files. You can be sure that there are no memory leaks across different games (the whole JS virtual machine is reset when you load a new page and memory is freed).
Cons: If the games need to talk to each other (to share some info), you may need a custom server-side script to achieve that. Sharing code across different projects can be a bit tricky (still less problematic than sharing data)
2) Do everything in a single App, but each sub-game is in a separate behavior file. To start a sub-game you create a SceneObject with the game's behavior which, when added to the scene, clears the scene and initializes the new game.
Pros: It's easy to share data and code across games.
Cons: You have to be careful about memory usage, remember to free memory e.g. for images that you don't need anymore.
To free memory, you can use wade.unloadImage(), wade.unloadAudio(), wade.unloadAllImages(), etc. This releases all the references that WADE may be holding to the images, sounds, etc. so the browser knows it's OK to free memory. However, if you are storing those references somewhere else, the browser won't be able to free the memory. So for example if you have a global variable like this:
window.myImage = wade.getImage('somePicture.jpg');
Then the memory for it won't be freed when you call wade.unloadAllImages(). Unless you also do
window.myImage = null;
Also remember that ultimately it's the browser that decides when it's time to free memory. The fact that some memory isn't being used doesn't mean that it will be freed right away, the browser will decide when to do that at some point in the future (sensible browsers do this within a few frames, none of them do it instantly).
The same thing goes for SceneObjects and Sprites, although they are very tiny objects. If you don't store references to them, just doing wade.clearScene() will get rid of the memory used by them.
The states of ios and android could be managed? (the player pause the game,etc.)
When the game's tab looses focus (for example it's minimized), the game/simulation is automatically paused after a couple of frames. However if you want to control what happens (stop sounds or whatever), you can do:
window.onblur = function(){ // what happens when you loose focus};window.onfocus = function(){ // what happens when you get back};
This should work on any platform, including ios and android.
There is no tutorial about this stuff (yet), but feel free to ask any more questions you may have.