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Figure 11-4: A protoshield with header pins attached

STEP 2: FIX THE COMPONENTS IN POSITION

Use Figure 11-5 as a reference for the location of the components. All the connections to the NRF24 module are to the 2×4 header on the right of the module’s PCB. Don’t solder the vibration motor just yet; it will need to be glued in place first as the leads are a bit delicate.

Figure 11-5: The protoshield layout, where R1 is the resistor, S1 is the switch, T1 is the transistor, and the dark rectangle at the top left is the NRF24

Apart from the two wires coming from the motor, the dark lines going to various solder pads in Figure 11-5 represent connections you’ll make on the underside of the board. The header pins of the NRF24 module fit through the holes in the protoshield, so place that now and solder it to the pads beneath. Do not clip the excess pin lengths off but instead gently splay them out after soldering; this will make it easier to connect them up later. Note that one pin on the NRF24 module is not used.

The transistor has one curved side. It is important that this goes onto the protoshield the right way around, with the curved side pointing left toward the NRF24 (use Figure 11-4 as a guide). Leave about 1/3 inches (about 7.5 mm) of the transistor lead on the top side of the screwshield and fold it down (Figure 11-5) to solder.

The switch has contacts that are on a rectangular grid, four holes long one way and three holes the other. Make sure the switch goes the right way around (Figure 11-4) so that it is longer vertically.

Do not clip off any wires yet, as these can be used to link up the components on the underside of the board. When all the components have been fixed in place, the board should look something like Figure 11-6.

Figure 11-6: The components attached to the protoshield

STEP 3: WIRE THE UNDERSIDE OF THE BOARD

This step is the fiddliest, so take care with it. All the components need to be connected on the underside of the board (Figure 11-5). Of course, when the board is flipped over, everything is reversed. In Figure 11-7, I’ve transposed Figure 11-5 to show the underside of the board for you to work from.

Figure 11-7: Wiring diagram from the underside of the protoshield

Figure 11-7 marks the positions of the components so that you can orient yourself, but remember that this is the underside of the board, so the components are actually on the other side of the protoshield.

Many of the connecting wires cross over each other, so use insulated solid-core wire. When everything is connected, the underside of the board should look like Figure 11-8.

Figure 11-8: The underside of the protoshield

Double-check everything very carefully to make sure there are no accidental solder connections and that every wire makes the correct connection.

STEP 4: ATTACH THE VIBRATION MOTOR

Glue the motor to the top of the protoshield, being careful not to get glue on the rotating bit at the front of the motor. The leads are quite fine, so it’s better to solder them to the top of the board rather than through a hole. Figure 11-9 shows the motor glued in place and the leads soldered to the protoshield.

Figure 11-9: Attaching the vibration motor

STEP 5: REPEAT FOR THE OTHER HANDSET

Having built one handset, do the whole lot again for its partner.

STEP 6: PLACING IT INTO AN ENCLOSURE

You may want to scavenge for some small plastic boxes to contain the handsets. Alternatively, you might prefer to go postapocalypse chic and just tape the battery to the Arduino and protoshield, leaving the battery clip accessible as a rudimentary switch.

SOFTWARE

All the source code for this book is available from http://www.nostarch.com/zombies/. See Appendix C for instructions on installing the Arduino sketch for this project, which is called Project_20_Haptic_Communicator.

This project uses a community-maintained Arduino library called Mirf. This library provides an easy-to-use wrapper around the Serial Peripheral Interface (SPI) serial interface to the NRF24 radio module, allowing the Arduino to communicate with the module. The Mirf library must be downloaded from the Internet, which is another good reason to make this project before the outbreak spreads too far. Download the ZIP file for the library from http://playground.arduino.cc/InterfacingWithHardware/Nrf24L01.

Extract the ZIP file and copy the whole Mirf folder into My Documents\Arduino\Libraries if you’re using Windows or Documents/Arduino/libraries if you’re using a Mac or Linux. Note that if the libraries folder doesn’t exist within the Arduino directory, you’ll need to create it before copying.

The Arduino IDE won’t recognize the new library until you restart it, so after copying the library folder, save anything you’re working on, quit the IDE, and restart. Next, open the sketch file for this project and upload it to both Arduinos, one after the other. The sketch starts by importing three libraries:

#include <SPI.h>

#include <Mirf.h>

#include <MirfHardwareSpiDriver.h>

The SPI library is part of the Arduino IDE distribution and simplifies communication with devices using SPI. The MirfHardwareSpiDriver library is also used in the sketch.

Next, three constants are defined:

const int numberOfSends = 3;

const int buzzerPin = 5;

const int switchPin = 2;

The range of wireless communication can be extended by sending the “button pressed” message several times, so that at the edge of the range, only one of the messages has to get through. The constant numberOfSends defines how many times each message should be sent. This is followed by pin definitions for the buzzer and switch pins.

The next constant (buzzerVolume) specifies the analogWrite value for the vibration motor:

const int buzzerVolume = 100; // Keep less than 153 for 3V!

const int buzzMinDuration = 20;

If you are using a 3V motor, it is important that the analogWrite value does not exceed 153; a value of 153 will deliver power equivalent to a 3V supply to the motor, and more power would overload it. Reducing this value will make your buzzer quieter. The buzzMinDuration constant specifies the minimum duration for a buzz in milliseconds. This is important because too short a buzz may not be noticed.

The global byte data array contains a 4-byte message to be sent whenever the button is pressed:

byte data[] = {0x54, 0x12, 0x01, 0x00};

The first three values in this array are chosen as being unique for the pair of haptic communicators. When a message is received, they are checked to see whether they match. This ensures that the communicator has received a real message and not just noise. It also means that you could set up a second pair of devices using different values, and the new pair would not interfere with this pair. Depending on the group dynamics in your band of survivors, you might want to communicate with one person in some situations (“Come save me!”) and another person in other situations (“If you show up now, I bet the zombie will eat your brains and not mine”).

The fourth byte is not used in this project, but it’s there in case you would like the button-press messages to send a parameter. You could, for example, add a second button to the communicator for emergencies that sends a different value in this byte, which could then be read at the receiving end.