help with physics.body

How do you make it so the ball doesnt gain speed when it hits the wall?

displayMode(FULLSCREEN)
supportedOrientations(PORTRAIT)

function setup()

    strokeWidth(2)
    stroke(255, 255, 255, 255)
    noFill()
    --ellipseMode(CENTER)

    top = physics.body(EDGE, vec2(0, HEIGHT), vec2(WIDTH, HEIGHT))
    bottom = physics.body(EDGE, vec2(0, 0), vec2(WIDTH, 0))
    left = physics.body(EDGE, vec2(0, 0), vec2(0, HEIGHT))
    right = physics.body(EDGE, vec2(WIDTH, 0), vec2(WIDTH, HEIGHT))

    ball = physics.body(CIRCLE, 10)
    ball.position = vec2(WIDTH/2, HEIGHT/2)
    ball.linearVelocity = vec2(200, 200)
    ball.restitution = 10
    ball.friction = 0

    --physics.gravity(0, 0)
    ball.gravityScale = 3
   
    ball2 = physics.body(CIRCLE, 40)
    ball2.position = vec2(WIDTH/2, HEIGHT/8)
    ball2.linearVelocity = vec2(200, 200)
    ball2.restitution = 0
    ball2.friction = 0
    ball2.type=STATIC

    --physics.gravity(0, 0)
    ball2.gravityScale = 0


end


function draw()

    background(45, 45, 45, 255)
   -- fill(255, 255, 255, 255)
    ellipse(ball.x, ball.y, 20)
    ellipse(ball2.x,ball2.y,100,100)
   -- line(ball.x, ball.y, ball.x + 38 * math.cos(ball.angle), ball.y + 38 * math.sin(ball.angle))

end

function touched(t)
    if math.abs(t.x-ball2.x)<200 and math.abs(t.y-ball2.y)<200 then
        ball2.x=t.x
        ball2.y=t.y
    end
end

Here is the code.

Change the restitution (“bounciness”) to a value less than 1. Set it to 0 for no elasticity, 1 for “perfect” elasticity, and higher than that to make it super elastic. You currently are setting it to 10.

Thanks that worked good. I set it to 1.1 so it slowly gets faster.
@toadkick