(3D) How can I make the player run faster if the player jumps again in 0.5 seconds after jumping?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By xanrer

As the title says, what I’m trying to achieve is put a timer for the player. If the player jumps in less than half a second after the first jump I want to boost the player’s speed by 5 if not reset the speed to 70. You may realize most of the code is actually from FPS tutorial in Godot tutorials. I just started to learn Godot and immediately tried to implement my own things. And as you can see I got stuck on this.

extends KinematicBody

const GRAVITY = -200.8
var vel = Vector3()
var maxSpeed = 70
var jumpSpeed = 80
const ACCEL = 70.0

var dir = Vector3()

const DEACCEL= 40
const MAX_SLOPE_ANGLE = 40

var camera
var rotation_helper

var MOUSE_SENSITIVITY = 1.0

var jumpTimer

func _ready():
	camera = $Rotation_Helper/Camera
	rotation_helper = $Rotation_Helper

	jumpTimer = $JumpTimer

	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _physics_process(delta):
	process_input(delta)
	process_movement(delta)

func process_input(delta):

	# ----------------------------------
	# Walking
	dir = Vector3()
	var cam_xform = camera.get_global_transform()

	var input_movement_vector = Vector2()

	if Input.is_action_pressed("movement_forward"):
		input_movement_vector.y += 1
	if Input.is_action_pressed("movement_backward"):
		input_movement_vector.y -= 1
	if Input.is_action_pressed("movement_left"):
		input_movement_vector.x -= 1
	if Input.is_action_pressed("movement_right"):
		input_movement_vector.x += 1

	input_movement_vector = input_movement_vector.normalized()

	# Basis vectors are already normalized.
	dir += -cam_xform.basis.z * input_movement_vector.y
	dir += cam_xform.basis.x * input_movement_vector.x
	# ----------------------------------

This is the important part:

	# ----------------------------------
	# Jumping
	if is_on_floor():
		if Input.is_action_just_pressed("movement_jump"):
			vel.y = jumpSpeed
			print_debug(jumpTimer.time_left)
			if jumpTimer.time_left > 0.0:
				if maxSpeed < 100:
					maxSpeed += 5
					
				jumpTimer.stop()
				
			else:
				maxSpeed = 70
				jumpTimer.start(0.5)
	# ----------------------------------
  •   # ----------------------------------
      # Capturing/Freeing the cursor
      if Input.is_action_just_pressed("ui_cancel"):
      	if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
      		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
      	else:
      		Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
      # ----------------------------------
    

    func process_movement(delta):
    dir.y = 0
    dir = dir.normalized()

      vel.y += delta * GRAVITY
    
      var hvel = vel
      hvel.y = 0
    
      var target = dir
      target *= maxSpeed
    
      var accel
      if dir.dot(hvel) > 0:
      	accel = ACCEL
      else:
      	accel = DEACCEL
    
      hvel = hvel.linear_interpolate(target, accel * delta)
      vel.x = hvel.x
      vel.z = hvel.z
      vel = move_and_slide(vel, Vector3(0, 1, 0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
    

    func _input(event):
    if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
    rotation_helper.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
    self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))

      	var camera_rot = rotation_helper.rotation_degrees
      	camera_rot.x = clamp(camera_rot.x, -70, 70)
      	rotation_helper.rotation_degrees = camera_rot