If you're wanting to do something game logic related, it's pretty easy to rig the update method to do what you want.
-(void)update:(CFTimeInterval)currentTime
{
/* Called before each frame is rendered */
// Handle time delta.
// If we drop below 60fps, we still want things to happen at the same realtime rate.
CFTimeInterval timeSinceLast = currentTime - lastUpdateTimeInterval;
lastUpdateTimeInterval = currentTime;
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast
{
lastEventInterval += timeSinceLast;
//this is the part that will function like a timer selector and run once a second.
if (lastEventInterval > 1)
{
lastEventInterval = 0;
//do whatever you want to do once a second here
}
}