double jump feel slow

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:bust_in_silhouette: Asked By Lucky_Mouse

Goodnight, I’m learning GDscript and I make a personal challenge to code a double jump for my character, I made it but it feels a little slow sometimes and sometimes doesn´t work, this is the Script I make please tell me if there is something to improve:

<extends KinematicBody2D

const UP = Vector2(0,-1)
const GRAVITY = 20
const SPEED = 200
const JUMP_HEIGHT = -500
const MAX_JUMP_COUNT = 2
var second_jump = false
var jump_count = 0

var motion = Vector2()

func _physics_process(delta):
	motion.y += GRAVITY
	if Input.is_action_pressed("ui_right"):
		motion.x = SPEED
		$AnimatedSprite.play("correr")
		$AnimatedSprite.flip_h = false
	elif Input.is_action_pressed("ui_left"):
		motion.x = -SPEED
		$AnimatedSprite.play("correr")
		$AnimatedSprite.flip_h = true
	else:
		motion.x = 0
		$AnimatedSprite.play("quieto")
	
	if is_on_floor():
		if Input.is_action_just_pressed("ui_up"):
			motion.y = JUMP_HEIGHT
			jump_count = 1


	
	motion = move_and_slide(motion, UP)
	
	if second_jump:
		if Input.is_action_just_pressed("ui_up"):
			motion.y = JUMP_HEIGHT
			jump_count = 2
	
	if jump_count < MAX_JUMP_COUNT:
		second_jump = true
	else:
		second_jump = false>
		
:bust_in_silhouette: Reply From: flurick

Nicely done! I think the slow feeling is just the gravity begin to low bumping that up to 100 and the jump to -2000 should fix that.

Then you could add a long jump, mario style, with something like

if Input.is_action_pressed("ui_up") and motion.y<0:
	motion.y += GRAVITY*0.5
else:
	motion.y += GRAVITY