Well, you can have for example
var jumps_available := 2
at the top of your code, then simply
# _physics_process
if Input.is_action_just_pressed("jump") and jumps_available > 0:
velocity.y -= 250
jumps_available -= 1
along with some kind of reset condition, such as
# _physics_process
if is_on_floor():
jumps_available = 2
and that should give a rudimentary kind of double-jump functionality.