Enemy pushes the player when the enemy attacks(knockback) and the player restarts at the position (560, 2000) after he dies

Godot Version

4.3

Question

so im making a metroidvania(platformer) and i also made enemies but i want that if enemies attack, you get pushed out of the way but i dont know how to code it.also i want that after the death animation, the player respawns at the position (260, 2000).can someone help me.btw here is my player code:

extends CharacterBody2D

@onready var anim: AnimatedSprite2D = $AnimatedSprite2D
@onready var gun: Node2D = $Gun

@export var SPEED : int = 300
var JUMP_VELOCITY : int
@export var jump_max : int

var jump_counter : int = 0
var health : int = 10
var is_not_damaged : bool = true

func _ready() → void:
jump_counter = jump_max
top_level = true
func _physics_process(delta: float) → void:
if is_not_damaged:
if Input.is_action_just_pressed(“attack”):
gun.shoot()

	# Handle jump.
	if Input.is_action_just_pressed("jump"):
		jump_counter += 1
		if jump_counter < jump_max:
				JUMP_VELOCITY = -450
				velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var direction : float = Input.get_axis("left", "right")
	
	if Input.is_action_just_pressed("left"):
		anim.flip_h = true
	if Input.is_action_just_pressed("right"):
		anim.flip_h = false
		
	if is_on_floor():
		jump_counter = 0
		if direction > 0 or direction < 0:
			anim.play("run")
		if direction == 0:
			anim.play("idle")
			
		if anim.flip_h:
			gun.dir = -1
		else:
			gun.dir = 1
		
	else:
		velocity += get_gravity() * delta
		if velocity.y < 0:
			anim.play("jump")
		if velocity.y == 1:
			anim.play("mid-air")
		if velocity.y > 0:
			anim.play("falling")
			
		if is_on_ceiling():
			jump_counter = jump_max
	
	if direction:
		velocity.x = direction * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)
		

	move_and_slide()

func die():
is_not_damaged = false
print(“i’m dead”)
anim.play(“dead”)
gun.hide()
await get_tree().create_timer(2).timeout

func _on_hurt_box_area_entered(area: Area2D) → void:
if area.name == “DamageZone”:
if health > 0:
is_not_damaged = false
gun.hide()
health -= 1
anim.play(“damage”)
velocity.x = -1 * 30
print(health)
await get_tree().create_timer(0.3).timeout
gun.show()
is_not_damaged = true
if health == 0:
die()

if you know the answer, pls reply :speech_balloon: i will really appreciate it :smiley: