Collision mask detect but is_colliding( ) no with same objects

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By linuxfree
:warning: Old Version Published before Godot 3 was released.

I have a space_ship with laser created instance then the enemy colliding with just laser but no colliding with space_ship.Collision mask working. Enemy nothing when colliding with space ship.Enemy decrease energy from space ship but enemy don’t deleted with queue_free() node and in function enemy node is_colliding() detect only laser ship but no to ship. Ship, Laser_ship and Enemy are KinematicBody2D

1- Space_ship laser instance function

if (Input.is_action_pressed("ui_select")):
         timer_shoot = timer_shoot + delta
         if (timer_shoot > 0.23):
             laserCount = laserCount + 1
             var laserInstance = laser.instance()
             laserInstance.set_name("Laser" + str(laserCount))
             add_child(laserInstance)
             laserInstance.set_owner(self)
             laserInstance.set_pos(get_pos() + Vector2(0, -85)) #posição do laser
             get_node("Laser" + str(laserCount) + "/KinematicBody2D").add_collision_exception_with(get_node("."))            
             timer_shoot = 0
           
## detect if space ship colliding not working for Enemy - COLLISION MASK working        
      if (get_node(".").is_colliding()): # thats for rocks only
       #  kinSpeed = Vector2(0,0)
       #  Globals.set("gameLevel", false)
       #  get_node("AnimatedSprite_ship2").hide()
       #  ship_energy = 100
         
         get_node(".").move_to(Vector2(384,1100))
         ship_energy -= 1
         print("Energy :", ship_energy)

2 - Laser function

extends Node

var laserSpeed = -1366 # this a size of Y coordenate screen

func _ready():
    set_fixed_process(true)
 #   get_node("KinematicBody2D").move_to(Vector2(384, 1200)) no need more

    
func _fixed_process(delta):
    get_node("KinematicBody2D").move(Vector2(0, laserSpeed * delta))
    

    if (get_node("KinematicBody2D").get_global_pos().y <= 0 or get_node("KinematicBody2D").is_colliding()): #only for rock
        if (get_node("KinematicBody2D").is_colliding()): # only for rock
            get_node("KinematicBody2D").get_collider().duraRock -= 1 # decrease rock durable
            
        get_node(".").queue_free() # laser out of game
   
func set_pos(position):
     get_node("KinematicBody2D").set_pos(position)

3 - Enemy instanced give me a lot on screen - but Colliding just with laser but not with Space_ship

if (duraRock == 0):
    
    if Globals.has("score"):
       Globals.set("score", Globals.get("score") + points) # increment score 30
       get_node(".").queue_free() # delete all node
# working collision mask with space_ship but cant check is_colliding( ) function           
if (get_node(".").get_global_pos().y > 1366 or get_node(".").is_colliding()): #only for rock       
    get_node(".").queue_free() # delete Enemy from screen
    print("Enemy Colliding")

I NEED queue_free enemy node when collide with space_ship

if possible help me
thanks