Player gets pushed away when he get attacked by an enemy(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: