title: Run a method after init in cocos2d
body: <p>I have a loading screen that I initialise with a label to display the loading progression.
  I want to call my DataManager AFTER initialising the loading screen, and then call a method to switch scenes. Here is my code:</p>
  
  <pre><code>-(id) init {
    if((self=[super init]))
    {
      loadingLabel = ....
      [self addChild:loadingLabel];
  
      /***** This is what I want to call after the init method
      //DataManager loads everything needed for the level, and has a reference to the 
      //loading screen so it can update the label
      [[DataManager sharedDataManager] loadLevel:@"level1" screen:self];
      //this will switch the scene
      [self finishLoading];
      *****/
    }
    return self;
  }
  -(void) setLoadingPercentage:(int) perc {
     //changes the label
  }
  -(void) finishLoading {
      [[CCDirector sharedDirector] replaceScene:[Game node]];
  }
  </code></pre>
  
  <p>So I can't call the datamanager in the init, because the label will not get updated as content gets loaded, and I can't switch scenes in the init method. So How do I run my datamanger and finish loading AFTER the init? My plan was to set a schedule at an interval of 1 second that does this, but it doesn't seem right to have to wait a second.</p>
  
  <p>EDIT: another way I could do it is to schedule at every frame and ask the datamanager where its at... This seems better already, since the datamanager wouldn't need a reference to the loading screen.</p>
  
  <p>Any ideas?</p>