Thanks! I thought I'd be wasting time going around something that's probably already implemented.
I set those shapes in code from weapon types and statistics to create attack zones and projectiles, but setting up Polygons in code sounds daunting. I'm attempting to work around it by using built-in draw functions of those shapes. Unfortunately not much control over those, but hopefully I can rotate the canvas.
I put this inside the projectiles ready:
if debug_visibility:
#shape.draw((get_tree().get_root().get_node("World").get_canvas_item()), Color( 0.86, 0.08, 0.24, 1 ))
debug_canvas= Node2D.new()
attacker.add_child(debug_canvas)
shape.draw((debug_canvas.get_canvas_item()), Color( 0.86, 0.08, 0.24, 1 ))
yet it does not display in the current state. The commented out line displays as is should, yet I can't really rotate and move the main canvas so I add new one to the scene.
My current problem is that the debug_canvas does not display anything at all.
Has anyone got an idea what does not work up here?