Draw almost-transparent pixels in some of the the transparent parts, for a better pixel-precise collision with enemies. There are problems sometimes for the up direction due to a missing pixel collision.
EDIT: in the end, we will use a shield_collision_mask sprite, which will be different and independent from the shield sprite, and will be set as not visible.
Also, add a function: "enemy:add/set_shield_pushing_condition(test_function)" to add more conditions necessary to push an enemy (like a "facing" condition of bounding boxes, etc)
Draw almost-transparent pixels in some of the the transparent parts, for a better pixel-precise collision with enemies. There are problems sometimes for the up direction due to a missing pixel collision.
EDIT: in the end, we will use a shield_collision_mask sprite, which will be different and independent from the shield sprite, and will be set as not visible.